If gems_counter=0 and gem_position in pits_of(0) and new_board = 1 and new_board > 0: If gems_counter =0 and gem_position=6: x = 1 # Lastly, the % (modulo) operator may be useful:ĭef play_turn(move: int, board: list) -> tuple:Įlif (i+move+offset) - 14 = 13: offset += 1 # You will also need control flow such as loops and if-statements. # It may be helpful to use several of the functions you implemented above. # Check the pdf instructions for the detailed rules of taking a turn. # You can assume that move is a valid move for the current player who is taking their turn. # move is an int representing the position where the current player picks up gems. # board is a list representing the current state of the game board before the turn is taken. # new_board should be a list representing the new board state after the move. # new_player should be the player (0 or 1) whose turn it is after the move. # The return value should be a tuple (new_player, new_board). # Return the new game state after the given move is performed on the given board. # Check the pdf instructions for the definition of "opposite". # Return the position of the pit that is opposite from the given position. # TODO: implement opposite_from(position) # You can assume that move is a valid position for one of the players. # So player_who_can_do(2) should return 0. # For example, position 2 is one of player 0's pits. # The move is allowed if it is the position of one of the player's pits. # Return the player (either 0 or 1) who is allowed to perform the given move. # TODO: implement player_who_can_do(move) # Player 0's pits are on the bottom and player 1's pits are on the top. # The positions in the list should be ordered from lowest to highest. # Return a list of numeric positions corresponding to the given player's pits. # You can assume player is either 0 or 1. # Player 0's mancala is on the right and player 1's mancala is on the left. # Return the numeric position of the given player's mancala. # The positions in the returned list should be ordered from lowest to highest. # For example, if all of player's pits are empty, you should return. # A position is a valid move if it is one of the player's pits and has 1 or more gems in it. # Return a list of all positions on the board where the current player can pick up gems. If (lst = lst = lst = lst = lst = lst = 0) or (lst = lst = lst = lst = lst = lst = 0): # The built-in functions "any" and "all" may be useful: # Your code should not modify the board list. # The game is over once all pits are empty. # Return True if the game is over, and False otherwise. # The list element at index p should be the number of gems at position p. # board is list of ints representing the initial mancala board at the start of the game. # Return a (player, board) tuple representing the initial game state # You can assume each element of nums is an int with one or two digits. # Your code should create a new list, and not modify the original list. # Return a new list whose elements are padded versions of the elements in nums. # You can assume num is either one or two digits long. # If num does not already have two digits, a leading "0" is inserted in front. # Return a string representation of num that is always two characters wide. if anyone also has suggestions for a better evaluation function then that would be great. but I ran multiple tests and that part is working fine. I cannot understand what's happening, at first, I thought maybe I had a problem within the function of mancala helpers where they did not switch turns properly and the AI kept playing. and if I start I can only play one move before it does the same. everything runs fine except for when the AI plays, if the AI starts the game immediately ends, it moves all the rocks from its pits in one round. the code is complete, the Mancala game functionality is found within the Mancala_helpers, the AI algorithm is a MinMax tree and is found in the MinMax file, and finally the game itself. I'm working on a Mancala game where players get to play against an AI.
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