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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
4 hidden tests also run when you submit. If your code fails one, you'll see that test. Solve the challenge to see them all.
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How to use this executor?
Choose a runtime, open or create a file, write your code, and select Run. Output appears in the terminal, while signed-in users can keep files in a workspace, install libraries, and collaborate through shares.
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💡 Kotlin Basics Guide for Beginners
1. Declaring Variables and Constants
Kotlin uses val for immutable variables and var for mutable ones.
val name: String = "Alice"
var age: Int = 30
val pi = 3.14 // type inferred
// Constants
const val MAX_USERS = 100
2. Conditionals (if / when)
Use if expressions or when for multiple branches.
val x = 2
if (x == 1) {
println("One")
} else if (x == 2) {
println("Two")
} else {
println("Other")
}
when (x) {
1 -> println("One")
2 -> println("Two")
else -> println("Other")
}
3. Loops
Use for, while, and do-while for iteration.
for (i in 0..2) {
println(i)
}
var n = 3
while (n > 0) {
println(n)
n--
}
4. Arrays
Kotlin supports arrays using the arrayOf() function.
val numbers = arrayOf(10, 20, 30)
println(numbers[1])
5. List Manipulation
Use mutableListOf for dynamic lists.
val nums = mutableListOf(1, 2, 3)
nums.add(4)
nums.removeAt(0)
for (n in nums) {
print("$n ")
}
6. Console Input/Output
Use readLine() for input and println() for output.
print("Enter your name: ")
val name = readLine()
println("Hello, $name")
7. Functions
Functions use fun keyword with optional return type.
fun add(a: Int, b: Int): Int {
return a + b
}
println(add(3, 4))
8. Maps
mutableMapOf stores key-value pairs.
val ages = mutableMapOf("Alice" to 30)
println(ages["Alice"])
9. Exception Handling
Use try, catch, and finally to handle errors.
try {
val result = 10 / 0
} catch (e: ArithmeticException) {
println("Error: ${e.message}")
}
10. File I/O
Use File from java.io for file operations.
import java.io.File
File("file.txt").writeText("Hello File")
val text = File("file.txt").readText()
println(text)
11. String Manipulation
Kotlin strings support many methods and interpolation.
val text = "Hello World"
println(text.length)
println(text.substring(0, 5))
println(text.contains("World"))
12. Classes & Objects
Kotlin classes are concise and support default constructors.
class Person(val name: String) {
fun greet() = println("Hi, I'm $name")
}
val p = Person("Alice")
p.greet()
13. Null Safety
Kotlin distinguishes nullable and non-nullable types. Use ? and ?: for safety.
val name: String? = null
println(name?.length ?: 0)