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tic-tac-toe-optimal-turn

v0.0.6

Published

Tic-tac-toe optimal turn package based on alpha-beta algorithm.

Downloads

275

Readme

Tic-tac-toe optimal turn

Description

Tic-tac-toe optimal turn package based on alpha-beta algorithm. That package determines the AI's move and returns next optimal step based on the given board. Only tested on a 3x3, 4x4 board.

Installation

npm install tic-tac-toe-optimal-turn

Usage

const optimalMove = getOptimalTurn({ playerSymbol, gameField })  //returns a Number

Parameters

gameField presented as an array of 'X' and 'O', empty cell as null:

const gameField = [ null, 'O', 'X',
                    'X',  'X', 'O',
                    null, 'O', 'O' ] //3x3 game field

playerSymbol - symbol of the player for whom the next move is calculated:

const playerSymbol = 'X' //String

boardSize - optional, 3 by default. For game fields more than 3x3.

const boardSize = 3 //Number

Example 3x3 game field

import { getOptimalTurn } from 'tic-tac-toe-optimal-turn'

const playerSymbol = 'X'
const gameField = [ null, 'O', 'X',
                    'X',  'X', 'O',
                    null, 'O', 'O' ] //3x3 game field
                    
const optimalMove = getOptimalTurn({ playerSymbol, gameField })  //returns 6

Example 4x4 game field

import { getOptimalTurn } from 'tic-tac-toe-optimal-turn'

const boardSize = 4
const playerSymbol = 'X'
const gameField = [ null, null, null, null,
                    null, 'O',  null, 'X',
                    null, null, 'O',  null,
                    null, 'X',  'X',  'O' ] //4x4 game field
                    
const optimalMove = getOptimalTurn({ boardSize, playerSymbol, gameField })  //returns 0

TypeScript

import { FieldCellType, PlayerSymbolType, getOptimalTurn } from 'tic-tac-toe-optimal-turn'

const playerSymbol: PlayerSymbolType = 'X'
const gameField: FieldCellType = [ null, 'O', 'X',
                                   'X',  'X', 'O',
                                   null, 'O', 'O' ] //3x3 game field
                    
const optimalMove = getOptimalTurn({ playerSymbol, gameField })  //returns 6