import math import random class Player: def __init__(self, bando): # bando puedes ser X o O self.bando = bando # Asegurar que cada jugador haga su jugada def get_move(delf, game): pass class RandomPcPlayer(Player): def __init__(self, bando): super().__init__(bando) def get_move(self, game): square = random.choice(game.available_moves()) return square class HumanPlayer(Player): def __init__(self, bando): super().__init__(bando) def get_move(self, game): valid_square = False val = None while not valid_square: square = input('Turno [' + self.bando + ']. Ingresa una jugada (1-9):') # Validar entrada try: val = int(square) val -= 1 if val not in game.available_moves(): raise ValueError valid_square = True except ValueError: print('Movimiento no valido. Intenta otra vez.') return val class GeniusPcPlayer(Player): def __init__(self, bando): super().__init__(bando) def get_move(self, game): if len(game.available_moves()) == 9: square = random.choice(game.available_moves()) else: square = self.minimax(game, self.bando)['position'] return square def minimax(self, state, player): max_player = self.bando other_player = 'O' if player == 'X' else 'X' if state.current_winner == other_player: return {'position':None, 'score': 1 * (state.num_empty_squares() + 1) if other_player == max_player else -1 * ( state.num_empty_squares() + 1) } elif not state.empty_squares(): return {'position': None, 'score': 0} if player == max_player: best = {'position': None, 'score': -math.inf} else: best = {'position': None, 'score': math.inf} for possible_move in state.available_moves(): state.make_move(possible_move, player) sim_score = self.minimax(state, other_player) state.board[possible_move] = ' ' state.current_winner = None sim_score['position'] = possible_move if player == max_player: if sim_score['score'] > best['score']: best = sim_score else: if sim_score['score'] < best['score']: best = sim_score return best