Building Efficient APIs for AI Algorithms in Django: A Step-by-Step Guide with the Min-Max Algorithm

Building Efficient APIs for AI Algorithms in Django: A Step-by-Step Guide with the Min-Max Algorithm

In today’s fast-paced, digital world, artificial intelligence (AI) is rapidly transforming various industries, especially in areas like gaming. One algorithm that plays a pivotal role in decision-making for AI in games is the Min-Max algorithm. Often used in two-player games such as Tic-Tac-Toe, Chess, and other strategy-based games, the Min-Max algorithm helps to simulate intelligent decisions based on possible outcomes. However, the challenge arises when we want to make these algorithms accessible to other applications—particularly online applications or web-based games.

In this article, we'll walk through how to make AI algorithms, like the Min-Max algorithm, available to other applications via APIs, allowing them to harness the power of AI through scalable infrastructure. This concept allows game logic to be processed on dedicated servers while enabling other applications to easily interact with this logic using APIs. The separation between AI processing and the client application provides significant performance and scalability benefits.


What Is the Min-Max Algorithm?

The Min-Max algorithm is a decision-making tool used in game theory, primarily for zero-sum games where one player's gain is another's loss. It evaluates the game tree by assuming that the opponent is playing optimally and aims to either maximize or minimize the outcome, depending on the role.

In a two-player game like Tic-Tac-Toe:

  • "Max" (X): Tries to maximize the score by selecting moves that lead to a winning position.
  • "Min" (O): Tries to minimize the score by choosing moves that prevent "Max" from winning.

The algorithm goes through possible game states, simulating future moves until it reaches a terminal state (win, lose, or draw). It assigns values to each state: +1 for a win, -1 for a loss, and 0 for a draw. The algorithm then chooses the move with the optimal outcome based on these values.


Why Make These Algorithms Accessible via APIs?

While building AI into a local system can be sufficient for standalone applications, things get more complicated when integrating AI with web applications or large-scale platforms. Here’s why making these algorithms accessible via APIs is a valuable solution:

  1. Separation of Concerns: By exposing AI logic through an API, you decouple the complex game AI from the game interface. This separation allows developers to focus on different layers independently, resulting in a more maintainable system.

2.?? Scalability: When AI logic runs on a separate server, you can allocate appropriate resources (CPU, memory, etc.) to handle the computation. For example, in a multiplayer online game, one server can handle the AI decisions for many games, distributing the load effectively.

3.?? Performance Optimization: APIs enable you to process resource-heavy tasks like AI computations on more powerful machines, improving the performance and efficiency of your game. The game itself can run lightweight and fast while the backend AI processes on dedicated servers.

4.?? Reusability: Once you've developed an API for the Min-Max algorithm, it can be reused in various applications—whether it's another game, a learning tool, or an educational project.


How We Can Build Such APIs

The main idea is to build an API using Django (or any other backend framework) that allows other applications to interact with the Min-Max algorithm. Here’s how you can do it step by step:

1.???? Design the API: Define the API endpoints where other applications can send game states (in Tic-Tac-Toe, the current board position) and request the AI's next move. For example, an endpoint like /next-move/ can accept the current game state as input and return the AI's optimal next move.

2.?? Build the Algorithm: Implement the Min-Max algorithm within the API’s backend logic. This part will handle evaluating the game tree and determining the next move based on the current state.

3.?? Handle API Requests: When a client (for example, a web-based game) sends a request to the API, the server processes the request, runs the Min-Max algorithm, and sends the result back to the client.

4.?? Deploy and Optimize: Deploy your API on a scalable server that can handle multiple requests from various clients simultaneously. This allows your AI engine to serve several games at once.

Here’s a simplified flow:

  • Step 1: A game application sends the current game state to the API.
  • Step 2: The server processes the game state using the Min-Max algorithm.
  • Step 3: The API returns the best next move based on the computed values.
  • Step 4: The client updates the game interface with the move returned by the API.


Benefits of This Architecture

One of the main advantages of this setup is that AI logic (which can be computationally expensive) is handled on separate servers. This allows for a centralized AI processing hub that can serve many users. For example, imagine an online platform with thousands of users playing Tic-Tac-Toe; by offloading the AI logic to a dedicated server, we free up the resources of each client device (such as a browser or mobile app) and improve the overall performance of the game.

Additionally, by building a flexible API, it’s easy to update or improve the AI logic without changing the client-side code. This makes future development and scaling easier.


The Author’s Solution

In this article, I aim to explain how I solved this problem as a programmer, starting from the basic algorithm to designing a robust API architecture that can be used by any web-based game or platform. I’ll walk you through the code, best practices for API design, and tips on deployment and optimization.

By reading this article, you will not only understand how to implement the Min-Max algorithm for a game like Tic-Tac-Toe but also learn how to design APIs that allow other applications to access and use this AI logic. With a few simple steps, you can create a system where artificial intelligence is processed remotely, maximizing efficiency and performance.


Step-by-Step Breakdown of the Min-Max Algorithm

The Min-Max algorithm alternates between two roles:

1.??? The maximizing player (the player who wants to win) and

2.??? The minimizing player (the opponent who tries to minimize the maximizing player’s chances of winning).

The algorithm evaluates game states by exploring all possible moves and assigning scores based on the outcome of each possible move. Here’s how the Min-Max algorithm works, step by step:

1. Modeling the Game as a Tree of States

The Min-Max algorithm views the game as a tree of potential game states:

  • Nodes: Each node represents a specific state of the game (for example, the current layout of a tic-tac-toe board).
  • Branches: Each branch from a node represents a possible move that can be made from the current state, resulting in a new game state.
  • Alternating Turns: The algorithm alternates between the Max player (who tries to maximize their score) and the Min player (who tries to minimize the Max player’s score).

For example, if you’re playing tic-tac-toe as the X player, the game tree will show all possible moves you can make, followed by all possible moves your opponent (O) can make in response.

2. Assigning Scores to Terminal States

At the end of the game, the algorithm assigns scores to the leaf nodes of the tree. These nodes represent final game states where the game has either been won, lost, or drawn. The scores are based on the outcome:

  • A win for the maximizing player (Max) is given a positive score (e.g., +1).
  • A loss for Max (a win for the minimizing player, Min) is given a negative score (e.g., -1).
  • A draw is assigned a neutral score of 0.

These scores reflect how favorable each outcome is for the maximizing player.

3. Backpropagating Scores

Once the leaf nodes (final game states) have been assigned scores, the Min-Max algorithm works backward through the game tree to determine the best move for the current player. This process is called backpropagation:

  • Max’s Turn: If it’s the maximizing player’s turn, the algorithm chooses the move that maximizes their score by selecting the branch with the highest score.
  • Min’s Turn: If it’s the minimizing player’s turn, they choose the move that minimizes the maximizing player’s score by selecting the branch with the lowest score.

At each step, the algorithm alternates between choosing the best possible move for Max and the best defense for Min.

4. Selecting the Optimal Move

Finally, after evaluating all possible outcomes, the Min-Max algorithm selects the move that offers the best possible score for the maximizing player, given that both players are playing optimally.

This ensures that the maximizing player (the AI or player being represented) will always make the best possible move given the opponent’s optimal response.

Example of the Min-Max Algorithm in Tic-Tac-Toe

Imagine you’re playing tic-tac-toe as player X, and the game is at a critical point. You need to decide the best place to mark your X. Here’s how the Min-Max algorithm would proceed:

1.??? Game Tree Generation: The algorithm generates all possible board configurations based on your current options (e.g., place X in the top-left, bottom-right, etc.).

2.??? Simulate Opponent’s Response: For each of your possible moves, the algorithm simulates all possible responses by player O (your opponent).

3.??? Evaluate End States: It evaluates whether you or your opponent will win, lose, or draw at the end of the game for each sequence of moves.

4.??? Backpropagation: The algorithm works backward through the game tree to determine the score of each potential move.

5.??? Optimal Move Selection: It selects the move that maximizes your chances of winning while minimizing the opponent’s chances.

The algorithm’s ability to look ahead at all possible moves makes it highly effective for strategic games.


Understanding the Tic-Tac-Toe Min-Max Algorithm in Python

This code implements a Tic-Tac-Toe game with the ability to calculate the best move using the Min-Max algorithm. The goal is to create a perfect AI player that can either maximize or minimize its chances of winning. The program has several functions, including game logic, board states, and decision-making with the Min-Max algorithm.

Let's break down how the code works, function by function.

1. Initializing the Game Board

def initial_state():
    """
    Returns the starting state of the board.
    """
    return [[EMPTY, EMPTY, EMPTY], [EMPTY, EMPTY, EMPTY], [EMPTY, EMPTY, EMPTY]]
        

  • This function returns the initial state of the Tic-Tac-Toe board, which is a 3x3 grid of None (representing empty spaces).
  • Each turn, players place either "X" or "O" in one of the empty spaces.

2. Determining the Next Player

def player(board):
    """
    Returns the player who has the next turn on the board.
    """
    x_count = 0
    o_count = 0
    for row in range(len(board)):
        for col in range(len(board)):
            if board[row][col] == X:
                x_count += 1
            elif board[row][col] == O:
                o_count += 1
    if x_count == o_count:
        return X
    elif x_count > o_count:
        return O        

  • This function calculates which player has the next turn.
  • It counts the number of "X"s and "O"s on the board. If both are equal, it's "X"'s turn. If "X" has more, it's "O"'s turn.

3. Finding All Possible Moves

def actions(board):
    """
    Returns a set of all possible actions (i, j) available on the board.
    """
    res = set()
    for row in range(len(board)):
        for col in range(len(board)):
            if board[row][col] == EMPTY:
                res.add((row, col))
    return res        

  • This function returns a set of all available moves.
  • It checks each cell on the board and returns the positions where the cell is None (empty), meaning that space is available for the next move.

4. Applying a Move to the Board

def result(board, action):
    """
    Returns the board that results from making move (i, j) on the board.
    """
    x, y = action
    copy_board = copy.deepcopy(board)
    turn = player(board)
    if turn == X:
        copy_board[x][y] = X
    else:
        copy_board[x][y] = O
    return copy_board        

  • This function takes the current board and a move (action) as input.
  • It simulates the move and returns a new board state after the move is applied.
  • The function uses copy.deepcopy to create a new board, ensuring the original board remains unchanged.

5. Determining the Winner

def winner(board):
    """
    Returns the winner of the game, if there is one.
    """    
    index = 0
    vertial_board = []
    while index < 3 :
        li = []
        for i in range(3):
            li.append(board[i][index])
        vertial_board.append(li)
        index += 1

    # check horizental
    for row in board:
        check = [True for i in row if i == row[0]]
        if len(check) < len(row) : continue
        else :
            # if X win
            if row[0] == X :
                return X
            # if O win
            elif row[0] == O :
                return O

    # check vertical
    for row in vertial_board:
        check = [True for i in row if i == row[0]]
        if len(check) < len(row) : continue
        else :
            # if X win
            if row[0] == X :
                return X
            # if O win
            elif row[0] == O :
                return O
            
    # check dim
    a = board[0][0] if not None else None
    b = board[1][1] if not None else None
    c = board[2][2] if not None else None
    d = board[0][2] if not None else None
    e = board[2][0] if not None else None

    if (a == b and b == c) or (d == b and b == e) :
        if b == X : 
            return X
        elif b == O:
            return O

    # game is Tie 
    return None        

  • This function checks if there is a winner by scanning the rows, columns, and diagonals.
  • If there is a line of three "X"s or "O"s in a row, it returns the respective player as the winner. If there is no winner, it returns None.

6. Checking if the Game is Over

def terminal(board):
    """
    Returns True if the game is over, False otherwise.
    """
    if winner(board) or len(actions(board)) == 0:
        return True
    return False        

  • This function checks whether the game has ended.
  • The game is over if there is a winner or if there are no more available moves.

7. Evaluating the Utility of a Board State

def utility(board):
    """
    Returns 1 if X has won the game, -1 if O has won, 0 otherwise.
    """
    if winner(board) == X:
        return 1
    elif winner(board) == O:
        return -1
    else:
        return 0        

This function assigns a score to the final state of the game:

  • +1 for an "X" win,
  • -1 for an "O" win,
  • 0 for a draw.

8. The Min-Max Algorithm

def minimax(board):
    """
    Returns the optimal action for the current player on the board.
    """
    if terminal(board):
        return None
    moves = actions(board)
    ans = []
    if player(board) == X:
        for action in moves:
            ans.append([min_value(result(board, action)), action])
        return sorted(ans, key=lambda x: x[0], reverse=True)[0][1]
    else:
        for action in moves:
            ans.append([max_value(result(board, action)), action])
        return sorted(ans, key=lambda x: x[0])[0][1]        

  • The Min-Max algorithm is the core of this AI. It chooses the best move based on the current player.If it's "X"'s turn, it selects the move with the maximum possible score.If it's "O"'s turn, it selects the move with the minimum possible score.
  • The function checks all possible moves and calculates the best outcome using the min_value and max_value helper functions.

9. Helper Functions: min_value and max_value

def min_value(board):
    if terminal(board):
        return utility(board)
    v = float('inf')
    for action in actions(board):
        v = min(v, max_value(result(board, action)))
    return v

def max_value(board):
    if terminal(board):
        return utility(board)
    v = float('-inf')
    for action in actions(board):
        v = max(v, min_value(result(board, action)))
    return v        

  • min_value and max_value recursively evaluate each possible move, considering future moves by the opponent.

  • min_value is used when it's "O"'s turn, trying to minimize the score.
  • max_value is used when it's "X"'s turn, trying to maximize the score.

These functions ensure that the AI chooses the move that gives the best possible outcome, assuming the opponent plays optimally.


To proceed with the implementation, ensure that both the Django framework and the Django REST framework library are installed in your environment. Additionally, we will create a module named tictactoe where all related logic and files will be stored. The code for the Tic-Tac-Toe Min-Max Algorithm discussed earlier will be placed in a file called ai.py
Next, we will introduce a set of auxiliary functions that will support the gameplay mechanics. These helper functions will be stored in a separate file named gameplay.py for better code organization and structure

Title: Tic Tac Toe Model Implementation

In this section, we present the tictocModel, which serves as the foundation for managing the game state of Tic Tac Toe within our application. This Django model encapsulates key attributes that reflect the current status of each game instance, facilitating the storage and retrieval of game data.

class tictactoeModel(models.Model):
    player = models.CharField(max_length=100, blank=True, null=True)
    action = models.CharField(max_length=100, blank=True, null=True)
    board = models.CharField(max_length=100, blank=True, null=True)
    winner = models.CharField(max_length=100, blank=True, null=True)
    terminal = models.BooleanField(max_length=100, blank=True, null=True)
    time = models.TimeField(auto_now=True)        

Implementing the Game Logic: Tic-Tac-Toe AI and Player Interaction

In this section, we walk through the code responsible for starting a new Tic-Tac-Toe game, handling player moves (both human and AI), and compressing and extracting the board and actions for easier processing.

1. startNewGame_method():

This function initializes a new game, returning a dictionary with essential details:

def startNewGame_method():
    return(
        {
            'board' : f'{compressBoard(initial_state())}',
            'player' : 'X',
            'action' : None,
            'winner' : None,
            'terminal' : False,
            'move' : None,
        }
    )        

  • board: The initial empty game board, compressed as a string for easy transmission.
  • player: The player who will make the first move (X).
  • action: The action/move that has been made (None at the start).
  • winner: Initially None, indicating no winner at the start of the game.
  • terminal: A boolean indicating whether the game is over, initially set to False.
  • move: A placeholder for the next move, initially set to None.

2. PlayerMove(board, action, letter):

This function handles the logic for a player's move:

def PlayerMove(board, action, letter):
    board = extractBoard(board)
    action = extractAction(action) if letter == player(board) else minimax(board)
    res = result(board=board, action=action)
    return(
        {
        'board' : f'{compressBoard(res)}',
        'player' : player(board),
        'action' : f"{compressAction(action)}",
        'winner' : winner(res),
        'terminal' : terminal(res),
        }
    )        

  • board: First, the current board state is extracted from its compressed form.
  • action: If it’s the human player’s turn (letter matches the current player), the action is processed using the extractAction() function. Otherwise, for the AI's move, the Min-Max algorithm calculates the optimal move.
  • res: The result of the move is computed using the result() function, updating the game state after the action.
  • The function then returns the updated board, the next player, the move taken, whether the game has a winner, and whether the game has reached a terminal state.

3. compressBoard(board):

This function compresses the 2D board (list of lists) into a string format for easier transmission and storage.

def compressBoard(board: list):
    res = ''
    for row in range(len(board)):
        for col in range(len(board)):
            match board[row][col]:
                case None : res += '0'
                case 'X' : res += '1'
                case 'O' : res += '2'
    return res        

  • It loops through the board and uses a match-case statement to replace:None with '0' (indicating an empty cell),'X' with '1' (indicating an X move),'O' with '2' (indicating an O move).
  • The compressed result is returned as a string..

4. extractBoard(board):

This function reverses the compression done by compressBoard, converting the string back into a 2D list format.

def extractBoard(board: str):
    mapping = {'0': None, '1': 'X', '2': 'O'}
    
    if len(board) % 3 != 0:
        raise ValueError("Input string length must be a multiple of 3.")
    
    result = [[mapping[board[i]], mapping[board[i + 1]], mapping[board[i + 2]]] for i in range(0, len(board), 3)]
    
    return result        

  • mapping: A dictionary that maps '0', '1', and '2' back to None, 'X', and 'O' respectively.
  • It checks if the input string's length is valid, and then splits the string into rows of 3, forming the board in its original structure.

5. compressAction(action):

def compressAction(action: tuple):
    res = ''
    for t in action:
        res += f'{t}'
    return res        

This utility function compresses the player’s action (a tuple of coordinates) into a simple string for easier storage or transmission.

6. extractAction(action):

This function reverses the action compression, converting the string back into a tuple that represents the coordinates of the move on the board.

def extractAction(action: str):
    res = []
    for i in action:
        res.append(int(i))
    return tuple(res)        

Implementing the Tic-Tac-Toe API: A Step-by-Step Explanation

In this section, we will implement the Tic-Tac-Toe game API using Django and Django REST Framework (DRF). The purpose of these APIs is to manage the game state, allow player and AI moves, retrieve game history, and manage data. The game logic and AI are integrated into these APIs by using the functions defined earlier.

We start by importing necessary modules and defining API views that handle different aspects of the game. Here's an overview of the components:

from django.shortcuts import render
from rest_framework.views import APIView
from rest_framework.generics import *
from rest_framework.response import Response
from rest_framework import status

from .serializers import *
from .gameplay import *
from .ai import actions        

We import APIView and other views like ListCreateAPIView and RetrieveAPIView from DRF to create endpoints that interact with our tictocModel and game logic (gameplay.py and ai.py).

1. TicTocListView: Manage Game List (GET and POST)

This view allows us to retrieve all game sessions or create a new game session.

class TicTocListView(ListCreateAPIView):
    serializer_class = TicTocSerializer
    queryset = tictocModel.objects.all()

    def get(self, request, *args, **kwargs):
        return self.list(request, *args, **kwargs)

    def post(self, request, *args, **kwargs):
        return self.create(request, *args, **kwargs)        

  • get: Retrieves a list of all game sessions.
  • post: Creates a new game session. The request is serialized and saved to the database.

2. TicTocDetailView: Retrieve a Specific Game Session

This view retrieves a specific game session using its id.

class TicTocDetailView(RetrieveAPIView):
    serializer_class = TicTocSerializer
    queryset = tictocModel.objects.all()
    lookup_field = 'id'

    def get(self, request, *args, **kwargs):
        return self.retrieve(request, *args, **kwargs)        

get: Retrieves the specific game session by id.

3. StartNewGameAPI: Initialize a New Game

This API starts a new game by calling the startNewGame_method from the gameplay logic.

class StartNewGameAPI(CreateAPIView):
    serializer_class = TicTocSerializer
    queryset = tictocModel.objects.all()

    def post(self, request, *args, **kwargs):
        request.data.update(startNewGame_method())
        return self.create(request, *args, **kwargs)        

post: Updates the request data with the starting game state from startNewGame_method, then creates a new game session.

4. MoveAPI: Handle Player and AI Moves

The core logic for handling both player and AI moves is implemented here. It decides which player (human or AI) should move next based on the game state.

class MoveAPI(CreateAPIView):
    serializer_class = TicTocSerializer
    queryset = tictocModel.objects.all()

    def post(self, request, *args, **kwargs):
        last_move = self.queryset.latest('id')

        # first player should play then ai play
        if request.data.get('letter') == 'X':
            playerMove = PlayerMove(
                board=last_move.board,
                action=request.data.get('action'),
                letter=request.data.get('letter'),
            )

            # check actions
            if len(actions(extractBoard(last_move.board))) > 1:
                aiMove = PlayerMove(
                    board=playerMove['board'],
                    action=playerMove['action'],
                    letter=request.data.get('letter'),
                )
            else:
                # we are in last move and there is one empty slot.
                aiMove = playerMove

            request.data.update(aiMove)

        # AI plays first, then player moves
        else:
            if last_move == initial_state():
                aiMove = PlayerMove(
                    board=last_move.board,
                    action=request.data.get('action'),
                    letter=request.data.get('letter'),
                )
            else:
                playerMove = PlayerMove(
                    board=last_move.board,
                    action=request.data.get('action'),
                    letter=request.data.get('letter'),
                )
                aiMove = PlayerMove(
                    board=playerMove['board'],
                    action=playerMove['action'],
                    letter=request.data.get('letter'),
                )

            request.data.update(aiMove)

        return self.create(request, *args, **kwargs)        

AI and Player Move Handling: This view handles moves for both the player and the AI.

  • If the player moves ('letter' == 'X'), it first updates the game state with the player's move, then checks if there are further actions. If not, the AI takes the final move.
  • If the AI is to move first (AI plays as 'X'), it checks the current game state and makes its move before the player continues.

5. LastSessionAPI: Retrieve the Last Game Session

class LastSessionAPI(ListAPIView):
    serializer_class = TicTocSerializer

    def get_queryset(self):
        # Customize the queryset to get the last item
        return tictocModel.objects.order_by('-id')[:1]

    def get(self, request, *args, **kwargs):
        return self.list(request, *args, **kwargs)        

get: Retrieves the last game session for quick access.

6. DeleteAllDataView: Delete All Game Data

This API clears all game data from the database, useful for resetting the game state.

class DeleteAllDataView(APIView):
    def delete(self, request, *args, **kwargs):
        try:
            tictocModel.objects.all().delete()
            return Response({"message": "All data deleted successfully"}, status=status.HTTP_204_NO_CONTENT)
        except Exception as e:
            return Response({"error": str(e)}, status=status.HTTP_500_INTERNAL_SERVER_ERROR)        

delete: Deletes all entries in the tictocModel. A success or error message is returned based on the outcome.


Configuring URL Patterns for the Tic-Tac-Toe API

in this section, we will define the URL patterns for our Tic-Tac-Toe API using Django's URL dispatcher. By mapping specific paths to their corresponding views, we enable our application to respond to various HTTP requests related to game sessions. This setup allows users to interact with the API for listing game sessions, retrieving details of specific games, starting new sessions, making moves, fetching the last session, and deleting all game data. Each endpoint is carefully designed to facilitate seamless communication between the client and the server, ensuring a smooth user experience in the game.

urlpatterns = [
    path('list',TicTocListView.as_view(),name='tictoc'),
    path('list/<id>',TicTocDetailView.as_view(),name='tictoc'),
    path('startnewgame', StartNewGameAPI.as_view(), name='startNewGame'),
    path('moveapi', MoveAPI.as_view(), name='playermove'),
    path('lastsessionapi', LastSessionAPI.as_view(), name='lastSession'),
    path('deleteall', DeleteAllDataView.as_view(), name='deleteAll')
]        

Testing the Tic-Tac-Toe API with Postman

In this section, we will explore how to effectively test the Tic-Tac-Toe API using Postman, a popular API development and testing tool. Postman provides a user-friendly interface for sending various types of HTTP requests to our API endpoints, allowing us to verify that each function works as intended.

We will cover the process of setting up different requests, including creating new game sessions, making player moves, retrieving the last game session, and deleting all data. By utilizing Postman, we can inspect the API responses, check the status codes, and validate the data returned, ensuring the API behaves correctly and meets the specified requirements. This testing phase is crucial for identifying and resolving any potential issues before deployment, ultimately contributing to a robust and reliable application.

Through practical examples and step-by-step guidance, readers will gain the skills needed to perform thorough API testing, ensuring a smooth and enjoyable user experience in the Tic-Tac-Toe game.


POST : /tictoc/startnewgame


This endpoint initiates a new game, resulting in an empty board. As shown in the image below, the JSON response contains nine digits of 0, which represent empty cells (null) on the board.

Additionally, the action parameter indicates that the AI's move is currently null. Since the game is not yet finished, the terminal status is set to false, and there is no specified winner at this stage.



POST : /tictoc/moveapi

{
  "action": "01",
  "letter": "X"
}        

It is the player's turn, so the letter is "X." The player chooses the first row and the second column of the board.

Next, the AI calculates its response and selects the second column of the third row for its move.

Reminder: In the game board, 0 represents an empty cell (null), 1 denotes an "X" mark, and 2 indicates an "O" mark.

The game now looks like:




POST : /tictoc/moveapi

{
  "action": "02",
  "letter": "X"
}        

It is the player's turn, so the letter is "X." The player chooses the first row and the third column of the board.

Next, the AI calculates its response and selects the first column of the first row for its move.

This strategic move by the AI prevents the player from winning in the next turn.


The game now looks like:



POST : /tictoc/moveapi

{
  "action": "22",
  "letter": "X"
}        

It is the player's turn, so the letter is "X." The player chooses the third row and the third column of the board.

Next, the AI calculates its response and selects the third column of the second row for its move.

This strategic move by the AI prevents the player from winning in the next turn.


The game now looks like:



POST : /tictoc/moveapi

{
  "action": "11",
  "letter": "X"
}        

It is the player's turn, so the letter is "X." The player chooses the second row and the second column of the board.

Next, the AI calculates its response and selects the first column of the third row for its move.

This strategic move by the AI prevents the player from winning in the next turn.


The game now looks like:



Only one empty cell remains, so the player selects the first column of the second row, concluding the game.

POST : /tictoc/moveapi

{
  "action": "10",
  "letter": "X"
}        


There is no winner in this game; therefore, the winner is null, indicating a draw. The terminal state is True, meaning the game has concluded, and there are no empty cells left on the board.

The game now looks like:


Django Admin Panel for Tic Toc Model :


Summary

In this article, we explored the development of a Tic Tac Toe game using Django, focusing on the implementation of the AI logic, gameplay mechanics, and API integration.

We began by defining the AI logic using the Min-Max algorithm, which enables the AI to make optimal moves in response to the player's actions. This foundational code lays the groundwork for intelligent gameplay, allowing for a challenging user experience.

Next, we implemented the gameplay code, which provides essential functions for storing and retrieving game data in the database. We introduced methods for compressing and extracting the game state, facilitating efficient management of the game board and player actions.

Finally, we defined a series of API endpoints that enable interaction with our Tic Tac Toe application from external applications. This integration allows users to start new games, make moves, and retrieve game status, enhancing the overall functionality of our application. To validate our implementation, we conducted tests using Postman, ensuring that the API endpoints functioned as expected and provided the desired responses.

Through this process, we successfully created a robust Tic Tac Toe game application that combines intelligent AI logic, effective gameplay management, and seamless API interactions.


I hope you enjoyed this journey! Thank you for reading until the end.

If you'd like to explore the code further and see the complete implementation of the API for the Min-Max algorithm, feel free to check out the repository on my GitHub: Min-Max API Project.

Best, Parham Baradaran Noveiry

Nadine McCabe

Revolutionising how SME’s scale up.

5 个月

Insightful take on practical AI implementation.

Mladen Grujicic

CEO at Antech Consulting

5 个月

Sounds like an insightful read – merging AI with game development is such an exciting field. ??

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