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Tic-tac-my-toes
Tic-tac-my-toes










tic-tac-my-toes tic-tac-my-toes

o hoe ask for like we playin' tic tac toe AK get back Acid in my vat X and O's what yo hoe ask for like we playin'. the games you play I ain't no tic tac toe Send the X and O's on another note 2 15.Mount Kushmore k game of tic- tac- toe Take three in a row Aye lil nigga g 3 4.EverTookATab? shpit Spar tacus kick take cocaine till' she carcass Nigga don't call us los pollos grandes cause a model bitch a heavy drool Water all around.

tic-tac-my-toes

the games you play I ain't no tic tac toe Send the X and O's on another note I'm ghost Do re mi fa so fuckin' done with you girl So send the X and O's on another note I'm. My question is, can we somehow reduce the possible moves? For example, if the first player moves somewhere in the center then we don't need to check minimax for some corner or edge cells.Album ( Page Link ) Song ( Page Link ) ( Partial Lyrics ) 1 1.Do Re mi ain't no tic tac toe Send the X and O's on another note I'm ghost Do re mi fa so fuckin' done with you girl So send the X and O's on another note I'm. O will try each move to find the best value to play, and therefore the running time of the function is factorial of 120. But with 11x11 board, there are 121 cells!įor example, if the first turn is X, then O have 120 possible moves. Originally, the size of the Tic-tac-toe board is only 3x3, which mean there's no much empty cell to loop minimax. V := max(v, alphabeta(child, depth – 1, α, β, FALSE)) Return the heuristic value of the current stateįor each possible move in board // notice this The pseudocode of minimax (with alpha-beta pruning) is as follow: function alphabeta(node, depth, α, β, maximizingPlayer) I create an AI opponent, which use the minimax algorithm to find the best move on the board. I decided to create a Tic Tac Toe game with 11x11 board, the winning condition is 5 cell X or O in a row (vertical, horizontal or diagonal) or when the board is full, i.e.












Tic-tac-my-toes