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Minimax Tic-Tac-Toe

Pick the perfect tic-tac-toe move by searching the whole game tree with minimax.

Lo que aprenderás

  • Search every possible future move
  • Score positions from the current player's view
  • Pick the optimal move recursively

Problema

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Minimax is how game-playing programs choose moves: assume both players play perfectly, score every finished game, and back the scores up the game tree. The player to move picks the child with the highest score for itself.

The board is a 9-character string read row by row (indices 0-8), with "X", "O" or "." for an empty cell. X always moves first, so it is X's turn when both have the same number of marks and O's turn otherwise.

Score a finished game from the point of view of the player to move: +1 for a win, 0 for a draw, -1 for a loss. Return the empty cell whose move has the best minimax score; if several are equally good, return the lowest index.

Implement best_move(board).

Input

board: A valid position where nobody has won yet and at least one cell is empty.

Output

Return the index (0-8) of the best move.

Restricciones

board has exactly 9 characters, each X, O or .

The position is reachable in a real game, nobody has won, and at least one cell is empty

Ejemplos

Ejemplo 1
Entrada:
board = "XX.OO...."

Salida esperada:
expected = 2
Entrada:
std::string board = "XX.OO....";

Salida esperada:
long long expected = 2;
Entrada:
string board = "XX.OO....";

Salida esperada:
long expected = 2;

Explicación

X and O have two marks each, so X moves. Playing 2 completes the top row and wins at once (+1).

Ejemplo 2
Entrada:
board = "X..OO...X"

Salida esperada:
expected = 5
Entrada:
std::string board = "X..OO...X";

Salida esperada:
long long expected = 5;
Entrada:
string board = "X..OO...X";

Salida esperada:
long expected = 5;

Explicación

X moves. O threatens to complete the middle row at 5. Every other move lets O win (-1), while blocking at 5 leads to a draw (0), so the answer is 5.

Cómo abordarlo

Inténtalo primero por tu cuenta y luego abre las pistas una a una.

Pista 1

Determine whose turn it is from the counts of X and O, then evaluate every legal move recursively.

Pista 2

Score terminal boards from the current player’s perspective, and choose the move that maximizes that value.

Pista 3

If multiple moves tie, keep the earliest empty cell index, and ensure wins are detected before considering further moves.

Complejidad esperada

O(9!) time, O(9) extra space

Referencias

Este reto está adaptado para CodeUtility. Sigue el enunciado y las restricciones indicadas arriba.

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