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from GameState import GameState
class GameController(object):
    def get_next_move(self, state):
        # when you get a new move, it is assumed that the game is not ended yet
        assert state.get_moves()


def alpha_beta(node, alpha, beta):

    # Based on https://en.wikipedia.org/wiki/Alpha%E2%80%93beta_pruning#Pseudocode
    # node needs to support three operations: isTerminal(), value(), getChildren(), maximizingPlayer()

    if node.isTerminal():
        return node.value()

    if node.maximizingPlayer():

        v = float("-inf")
        for child in node.getChildren():

            v = max(v, alpha_beta(child, alpha, beta))
            alpha = max(alpha, v)
            if beta <= alpha:
                break

    else:

        v = float("inf")
        for child in node.getChildren():

            v = min(v, alpha_beta(child, alpha, beta))
            beta = min(beta, v)
            if beta <= alpha:
                break

    return v


# A class for defining algorithms used (minimax and alpha-beta pruning)
class AlphaBeta:

    def miniMax(State, Ply_num):  # Function for the minimax algorithm

        for i in range(State.Current.dimY):
            for j in range(State.Current.dimX):
                if State.Current.Mat[i][j] == ' ' and (j, i) not in State.children:
                    State.Make(j, i, True)
                    if Ply_num < 2:
                        return (i, j)

        Minimum_Score = 1000
        i = 0

        j = 0
        for k, z in State.children.items():
            Result = Algo.Maximum(z, Ply_num - 1, Minimum_Score)
            if Minimum_Score > Result:
                Minimum_Score = Result
                i = k[0]
                j = k[1]

        return (i, j)

    # Alpha-beta pruning function for taking care of Alpha values
    def Maximum(State, Ply_num, Alpha):
        if Ply_num == 0:
            return State.CurrentScore

        for i in range(State.Current.dimY):
            for j in range(State.Current.dimX):
                if State.Current.Mat[i][j] == ' ' and (j, i) not in State.children:
                    State.Make(j, i, False)

        Maximum_Score = -1000
        i = 0
        j = 0
        for k, z in State.children.items():
            Result = Algo.Minimum(z, Ply_num - 1, Maximum_Score)
            if Maximum_Score < Result:
                Maximum_Score = Result
            if Result > Alpha:
                return Result

        return Maximum_Score

    def Minimum(State, Ply_num, Beta):  # Alpha-beta pruning function for taking care of Beta values
        if Ply_num == 0:
            return State.CurrentScore

        for i in range(State.Current.dimY):
            for j in range(State.Current.dimX):
                if State.Current.Mat[i][j] == ' ' and (j, i) not in State.children:
                    State.Make(j, i, True)

        Minimum_Score = 1000
        i = 0
        j = 0
        for k, z in State.children.items():
            Result = Algo.Maximum(z, Ply_num - 1, Minimum_Score)
            if Minimum_Score > Result:
                Minimum_Score = Result
            if Result < Beta:
                return Result

        return Minimum_Score