我正在制作一个tic tac toe游戏的minimax部分,并且我一直在超过"最大调用堆栈大小"错误。我将错误隔离到#110行,这是emptyIndexies(board)函数。但是我没有看到这个功能有什么问题。我在控制台上测试了它,当我点击它时,电路板似乎更新了;但是,计算机无法正常工作。这是代码
var board = [0, 1, 2, 3, 4, 5, 6, 7, 8];
var player, sqrId, user, computer, row, col;
const ARR_LENGTH = 9;
$(document).ready(function() {
//1 checkbox event listener
$(".checkBox").click(function() {
if($(this).is(":checked")) {
user = $(this).val();
player = user;
computer = (user == 'X') ? 'O' : 'X';
}
});
//2 square even listener
$(".square").click(function() {
sqrId = $(this).attr("id");
playerMove();
minimax(board);
if(checkWinner(board, turn)) {
alert(turn+" Wins the game!");
resetBoard();
}
if(!checkDraw()) {
alert("It's a draw!");
}
player = (player == user) ? computer : user;
});
//reset board
$(".reset").click(function() {
resetBoard();
})
});
//player move
function playerMove() {
if($("#"+sqrId).text() == "") {
$("#"+sqrId).text(player);
board[sqrId] = player;
console.log(board);
}
else {
alert("Wrong move");
}
}
/* computer AI generate random number between 0 - 8 */
function computerAI() {
var random;
var min = 0, max = 8;
do {
random = Math.floor(Math.random() * (max + min));
}while($("#"+random).text() != "")
$("#"+random).text(computer);
row = getRow();
col = getCol();
board[row][col] = computer;
}
//getting row number
function getRow() {
return Math.floor(sqrId / ARR_LENGTH);
}
//getting col number
function getCol() {
return sqrId % ARR_LENGTH;
}
/* checking for winner */
// winning combinations using the board indexies
function winning(board){
if (
(board[0] == player && board[1] == player && board[2] == player) ||
(board[3] == player && board[4] == player && board[5] == player) ||
(board[6] == player && board[7] == player && board[8] == player) ||
(board[0] == player && board[3] == player && board[6] == player) ||
(board[1] == player && board[4] == player && board[7] == player) ||
(board[2] == player && board[5] == player && board[8] == player) ||
(board[0] == player && board[4] == player && board[8] == player) ||
(board[2] == player && board[4] == player && board[6] == player)
) {
return true;
} else {
return false;
}
}
function resetBoard() {
$(".square").text("");
$(".checkBox").prop("checked", false);
user = "";
turn = "";
computer = "";
for(var i = 0; i < ARR_LENGTH; i++) {
board[i] = "";
}
}
// returns list of the indexes of empty spots on the board
function emptyIndexies(board){
return board.filter(s => s != "O" && s != "X");
}
// the main minimax function
function minimax(newBoard, player){
//available spots
var availSpots = emptyIndexies(newBoard);
// checks for the terminal states such as win, lose, and tie
//and returning a value accordingly
if (winning(newBoard, user)){
return {score:-10};
}
else if (winning(newBoard, computer)){
return {score:10};
}
else if (availSpots.length === 0){
return {score:0};
}
// an array to collect all the objects
var moves = [];
// loop through available spots
for (var i = 0; i < availSpots.length; i++){
//create an object for each and store the index of that spot
var move = {};
move.index = newBoard[availSpots[i]];
// set the empty spot to the current player
newBoard[availSpots[i]] = player;
/*collect the score resulted from calling minimax
on the opponent of the current player*/
if (player == computer){
var result = minimax(newBoard, user);
move.score = result.score;
}
else{
var result = minimax(newBoard, computer);
move.score = result.score;
}
// reset the spot to empty
newBoard[availSpots[i]] = move.index;
// push the object to the array
moves.push(move);
}
// if it is the computer's turn loop over the moves and choose the move with the highest score
var bestMove;
if(player === computer){
var bestScore = -10000;
for(var i = 0; i < moves.length; i++){
if(moves[i].score > bestScore){
bestScore = moves[i].score;
bestMove = i;
}
}
}else{
// else loop over the moves and choose the move with the lowest score
var bestScore = 10000;
for(var i = 0; i < moves.length; i++){
if(moves[i].score < bestScore){
bestScore = moves[i].score;
bestMove = i;
}
}
}
// return the chosen move (object) from the moves array
return moves[bestMove];
}