I’ll skip the obligatory War Games reference and just ask you to try it out.
my tic-tac-toe
I suppose I could have made the AI a little smarter. Here was my thinking:
- check if AI has a winning move
- check if AI needs to block winning move of opponent
- check if center is open
- check if corner is open
- take any random open spot
But I know that there are a few other subtleties of TTT strategy. I should have researched TTT strategy before I started my AI. I’ll have to remember that for next time. Maybe I’ll come back and fix this up.
One more build to go! And I think Simon will be easier that this!
Clicking on same tile progresses turn. It should be prevented by the game.
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Thanks!
I’d put my call to the AI move function outside of my “check if the player choice is already taken” logic. Easy fix.
I also added in a half second time delay before the AI move to give it a more “human” feel.
Good job! The only thing I would say is that it would be nice to have the computer start at somewhere other than center every now and then (unless you have it set to random and I just got center a whole bunch of time for whatever reason xD). Anyways, great job!
Yeah, the center is the best square and we were told to give it a robust AI. When it doesn’t matter I let it pick randomly, but claiming the center is the traditional first move. I think the video said that the AI should be unbeatable. But I don’t see that in the user stories. I’ve moved on to data visualization, but maybe before I put this in a portfolio, I’ll offer an “Imperfect AI” checkbox and let the AI occasionally make a less than perfect move.
Thank you for taking the time to look at it.
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