/Tic-Tac-Toe-game-with-6-search-algorithms

This Python code uses Tkinter to create a Tic-Tac-Toe game where players can play against a computer employing search algorithms like IDDFS, BFS, UCS, DFS, Greedy Search, and A*.

Primary LanguagePython

Tic-Tac-Toe-game-with-6-search-algorithms

This Python code uses Tkinter to create a Tic-Tac-Toe game where players can play against a computer employing search algorithms like DFS, BFS, IDDFS UCS, Greedy Search, and A*.

DFS

Function Purpose:

The DFS function aims to determine if the computer player can reach a specific target cell on the Tic-Tac-Toe board through a series of moves.

Data Structures:

It uses a boolean list visited to track whether each cell on the board has been visited during the DFS traversal. A stack is employed to facilitate the depth-first exploration of possible moves.

DFS Algorithm:

*The algorithm starts with the source cell (src) pushed onto the stack and marked as visited. *It enters a loop, popping cells from the stack. *If the popped cell is the target, the function returns True. *Otherwise, it explores neighboring unvisited and empty cells, pushing them onto the stack. *The loop continues until either the target is found or all possible moves are explored.

Return Value:

*If the target is reached, the function returns True, indicating that the target cell is reachable through valid moves. *If the target is not reached, the function returns False.

Context:

This DFS function is likely used to check if the computer can achieve a winning state through a sequence of moves on the Tic-Tac-Toe board, influencing the computer's decision for its next move.

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BFS

Function Purpose:

The BFS function is designed to find the shortest path from the source cell to a target depth on the Tic-Tac-Toe board using Breadth-First Search.

Data Structures:

It utilizes a queue to manage the breadth-first exploration of possible moves.

BFS Algorithm:

*The algorithm starts with the initial board state and depth pushed into a queue. *It enters a loop, dequeuing elements and checking if the target depth is reached. *If the target depth is reached, the function returns the current board state. *Otherwise, it generates possible next moves by placing the computer's symbol in empty cells and enqueues them. *The loop continues until the target depth is achieved or the queue is empty.

Return Value:

If the target depth is reached, the function returns the board state representing the shortest path. If the target depth is not reached, it returns None.

Context:

This BFS function is likely used to find the optimal sequence of moves for the computer to reach a specific depth on the Tic-Tac-Toe board, influencing the computer's decision for its next move.

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IDDFS

Function Purpose:

The iddfs function implements Iterative Deepening Depth-First Search to find a move for the computer player on the Tic-Tac-Toe board.

Algorithm Overview:

The function performs a series of depth-limited DFS searches, gradually increasing the depth limit until a valid move is found. It iterates through all possible moves (empty cells) and checks if a winning state can be reached within a certain depth limit.

DFS Implementation:

The dls (Depth-Limited Search) function is called to perform a depth-limited DFS from the current move, checking if a winning state is reachable within a given depth limit.

Return Value:

If a winning move is found within the depth limit, the function returns the index of that move. If no winning move is found within the current depth limit, the function returns a random move from the remaining empty cells.

Context:

This IDDFS function is likely used to find a move for the computer player that leads to a winning state on the Tic-Tac-Toe board. It balances depth-limited exploration with computational efficiency.

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UCS

Function Purpose:

The ucs_search function implements Uniform Cost Search to find an optimal move for the computer player on the Tic-Tac-Toe board. Algorithm Overview:

UCS is a best-first search algorithm that expands nodes with the least cost, determined by a priority queue. In this context, the cost is the depth of the search.

Implementation:

The function uses a priority queue (heap) to manage the search, where each node is a potential board state along with its cost and the current player. It iteratively dequeues nodes, expanding the ones with the least cost (depth) first.

DFS Exploration:

*The moving function generates possible moves (empty cells) on the current board. *For each move, a new board state is created, and its cost is calculated based on the depth of the search. *Nodes are added to the priority queue, prioritized by their cost.

Return Value:

If a winning move is found during the search, the function returns the resulting board state. If the search completes without finding a winning move, it returns the original board.

Context:

This UCS function is likely used to find an optimal move for the computer player, considering the cost (depth) of reaching a potential winning state on the Tic-Tac-Toe board. It aims to balance efficiency with optimality.

Greedy

Function Purpose:

The greedy function implements a Greedy Algorithm to find a move for the computer player on the Tic-Tac-Toe board.

Algorithm Overview:

Greedy algorithms make locally optimal choices at each stage with the hope of finding a global optimum. In this context, the algorithm prioritizes moves that minimize the distance to the player's symbols on the board.

Implementation:

*The function takes a list of empty cells as input, representing possible moves. *It identifies the player's current positions on the board to calculate the distance to each empty cell. *The move with the minimum distance to the player's symbols is chosen as the next move.

Return Value:

The function returns the index of the selected move, representing the cell where the computer player will place its symbol.

Context:

This Greedy Algorithm is likely used to guide the computer player to make a move that minimizes the distance to the player's symbols, aiming for a favorable position on the Tic-Tac-Toe board. It's a heuristic approach for decision-making.

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A*

Function Purpose:

The A_star function implements the A* Algorithm to find an optimal move for the computer player on the Tic-Tac-Toe board.

Algorithm Overview:

A* is an informed search algorithm that uses both the cost to reach a node and an estimate of the cost to reach the goal. In this context, the algorithm combines a heuristic function with the actual distance traveled.

Implementation:

*The function takes a list of empty cells as input, representing possible moves. *It assigns heuristic values to each empty cell, estimating their desirability. *A combined score, incorporating both the heuristic value and the distance to the last player's move, is calculated for each cell. *The move with the minimum combined score is chosen as the next move.

Return Value:

The function returns the index of the selected move, representing the cell where the computer player will place its symbol.

Context:

This A* Algorithm is likely used to guide the computer player to make a move that minimizes the combined cost of reaching a favorable position on the Tic-Tac-Toe board. It considers both the heuristic estimate and the actual distance traveled for decision-making.

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