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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.
Constraints
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
Examples
Example 1
Input:
board = "XX.OO...."
Expected output:
2
Explanation
X and O have two marks each, so X moves. Playing 2 completes the top row and wins at once (+1).
Example 2
Input:
board = "X..OO...X"
Expected output:
5
Explanation
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.
References
-
Example 1 Not runInput:
board = "XX.OO...."Expected output:2Your output -
Example 2 Not runInput:
board = "X..OO...X"Expected output:5Your output
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It’s perfect for developers learning Swift syntax, testing algorithms, or experimenting with code for iOS, macOS, and server-side Swift without needing to install local tools or simulators.
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💡 Swift Basics Guide for Beginners
1. Declaring Variables and Constants
Use var for variables and let for constants in Swift.
var age = 30
let pi = 3.14159
var name = "Alice"
let isActive = true
// Constants cannot be reassigned
// pi = 3.14 // ❌ Error
2. Conditionals (if / switch)
Use if, else if, else for logic, and switch for multiple branches.
let number = 2
if number == 1 {
print("One")
} else if number == 2 {
print("Two")
} else {
print("Other")
}
switch number {
case 1:
print("One")
case 2:
print("Two")
default:
print("Other")
}
3. Loops
Swift supports for-in, while, and repeat-while loops.
for i in 0..<3 {
print(i)
}
var n = 3
while n > 0 {
print(n)
n -= 1
}
4. Arrays
Arrays store ordered collections of values.
var numbers = [10, 20, 30]
print(numbers[1])
5. Array Manipulation
Use array methods like append and removeLast.
var nums = [1, 2, 3]
nums.append(4)
nums.removeLast()
for n in nums {
print(n)
}
6. Console Input/Output
Use print() for output. Input requires additional work in Swift Playgrounds or Xcode.
let name = "Alice"
print("Hello, \(name)")
7. Functions
Define reusable functions with parameters and return values.
func add(a: Int, b: Int) -> Int {
return a + b
}
print(add(a: 3, b: 4))
8. Dictionaries
Dictionaries store key-value pairs.
var ages = ["Alice": 30]
print(ages["Alice"] ?? 0)
9. Error Handling
Swift uses do-catch for error handling.
enum MyError: Error {
case runtimeError(String)
}
do {
throw MyError.runtimeError("Something went wrong")
} catch let error {
print(error)
}
10. File I/O
Swift uses FileManager or String methods for file I/O.
let text = "Hello File"
try text.write(toFile: "file.txt", atomically: true, encoding: .utf8)
let content = try String(contentsOfFile: "file.txt")
print(content)
11. String Manipulation
Use methods like count, contains, uppercased(), etc.
let text = "Hello World"
print(text.count)
print(text.contains("World"))
print(text.uppercased())
12. Classes & Objects
Swift supports OOP using class and init.
class Person {
var name: String
init(name: String) {
self.name = name
}
func greet() {
print("Hi, I'm \(name)")
}
}
let p = Person(name: "Alice")
p.greet()
13. Optionals
Swift uses ? and ! to handle optional values.
var name: String? = "Alice"
print(name ?? "Unknown")
if let unwrappedName = name {
print(unwrappedName)
}