Added AI
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@@ -1,6 +1,6 @@
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import logging.LogType;
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import logging.ServerLogger;
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import res.TicTacToe_GameRules;
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import game.TicTacToe_GameRules;
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import java.awt.*;
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import java.io.DataInputStream;
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@@ -201,12 +201,16 @@ public class TicTacToe_Server {
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sendGameState();
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serverLogger.printLog("Trigger computer move", LogType.Log);
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ticTacToe_gameRules.makeComputerMove();
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outstreams.get(client).writeUTF("opponentMove");
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outstreams.get(client).flush();
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sendGameState();
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Thread.sleep(500);
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if (ticTacToe_gameRules.gameEnded()){
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sendGameState();
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Thread.sleep(1000);
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this.onGameEnd();
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break;
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} else {
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outstreams.get(client).writeUTF("opponentMove");
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outstreams.get(client).flush();
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sendGameState();
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}
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}
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@@ -217,6 +221,8 @@ public class TicTacToe_Server {
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}
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} catch (IOException e) {
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e.printStackTrace();
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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break;
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208
Server/src/ai/MinMax.java
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208
Server/src/ai/MinMax.java
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package ai;
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// Java program to find the
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// next optimal move for a player
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public class MinMax
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{
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static char player = 'o', opponent = 'x';
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// This function returns true if there are moves
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// remaining on the board. It returns false if
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// there are no moves left to play.
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static Boolean isMovesLeft(char board[][])
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{
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for (int i = 0; i < 3; i++)
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for (int j = 0; j < 3; j++)
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if (board[i][j] == '-')
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return true;
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return false;
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}
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// This is the evaluation function as discussed
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// in the previous article ( http://goo.gl/sJgv68 )
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static int evaluate(char b[][])
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{
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// Checking for Rows for X or O victory.
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for (int row = 0; row < 3; row++)
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{
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if (b[row][0] == b[row][1] &&
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b[row][1] == b[row][2])
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{
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if (b[row][0] == player)
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return +10;
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else if (b[row][0] == opponent)
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return -10;
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}
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}
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// Checking for Columns for X or O victory.
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for (int col = 0; col < 3; col++)
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{
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if (b[0][col] == b[1][col] &&
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b[1][col] == b[2][col])
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{
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if (b[0][col] == player)
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return +10;
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else if (b[0][col] == opponent)
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return -10;
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}
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}
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// Checking for Diagonals for X or O victory.
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if (b[0][0] == b[1][1] && b[1][1] == b[2][2])
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{
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if (b[0][0] == player)
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return +10;
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else if (b[0][0] == opponent)
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return -10;
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}
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if (b[0][2] == b[1][1] && b[1][1] == b[2][0])
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{
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if (b[0][2] == player)
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return +10;
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else if (b[0][2] == opponent)
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return -10;
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}
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// Else if none of them have won then return 0
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return 0;
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}
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// This is the minimax function. It considers all
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// the possible ways the game can go and returns
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// the value of the board
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static int minimax(char board[][],
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int depth, Boolean isMax)
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{
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int score = evaluate(board);
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// If Maximizer has won the game
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// return his/her evaluated score
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if (score == 10)
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return score;
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// If Minimizer has won the game
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// return his/her evaluated score
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if (score == -10)
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return score;
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// If there are no more moves and
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// no winner then it is a tie
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if (isMovesLeft(board) == false)
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return 0;
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// If this maximizer's move
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if (isMax)
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{
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int best = -1000;
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// Traverse all cells
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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{
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// Check if cell is empty
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if (board[i][j]=='-')
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{
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// Make the move
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board[i][j] = player;
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// Call minimax recursively and choose
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// the maximum value
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best = Math.max(best, minimax(board,
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depth + 1, !isMax));
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// Undo the move
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board[i][j] = '-';
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}
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}
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}
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return best;
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}
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// If this minimizer's move
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else
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{
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int best = 1000;
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// Traverse all cells
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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{
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// Check if cell is empty
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if (board[i][j] == '-')
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{
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// Make the move
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board[i][j] = opponent;
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// Call minimax recursively and choose
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// the minimum value
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best = Math.min(best, minimax(board,
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depth + 1, !isMax));
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// Undo the move
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board[i][j] = '-';
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}
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}
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}
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return best;
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}
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}
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// This will return the best possible
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// move for the player
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public int findBestMove(char board[][])
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{
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int bestVal = -1000;
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int row = -1;
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int col = -1;
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// Traverse all cells, evaluate minimax function
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// for all empty cells. And return the cell
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// with optimal value.
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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{
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// Check if cell is empty
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if (board[i][j] == '-')
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{
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// Make the move
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board[i][j] = player;
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// compute evaluation function for this
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// move.
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int moveVal = minimax(board, 0, false);
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// Undo the move
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board[i][j] = '-';
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// If the value of the current move is
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// more than the best value, then update
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// best/
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if (moveVal > bestVal)
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{
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row = i;
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col = j;
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bestVal = moveVal;
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}
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}
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}
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}
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return col*3+row;
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}
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public char[][] convertBoard(String gameState){
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char board[][] = new char[3][3];
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for (int i = 0; i < gameState.length(); i++) {
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int column = i / 3;
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int row = i % 3;
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board[row][column] = gameState.charAt(i);
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}
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return board;
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}
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}
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@@ -1,18 +1,21 @@
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package res;
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package game;
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import ai.MinMax;
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import java.awt.*;
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import java.nio.charset.StandardCharsets;
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import java.util.LinkedList;
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import java.util.Random;
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public class TicTacToe_GameRules {
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private String gameState;
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private Integer[][] board;
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private MinMax ai;
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Point startWin, endWin;
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public TicTacToe_GameRules(){
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gameState = "---------";
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ai = new MinMax();
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}
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public void resetGameState() {
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@@ -55,12 +58,8 @@ public class TicTacToe_GameRules {
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}
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public void makeComputerMove(){
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LinkedList<Integer> emptySpaces = getEmptySpaces();
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if (emptySpaces.size() > 0) {
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Random random = new Random();
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int index = emptySpaces.get(random.nextInt(emptySpaces.size()));
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makeMoveOnBoard(index, 1);
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}
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int index = ai.findBestMove(ai.convertBoard(this.getGameState()));
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makeMoveOnBoard(index, 1);
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}
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private LinkedList<Integer> getEmptySpaces(){
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