This is all so pointless lol, but it's funny
yeah
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README.md
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README.md
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# tic-tac-toe
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This silly little repo showcases the stupid amount of effort I put into a python course.
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You can see in the full spec it just wanted me to write out four silly little functions, but that's not what I did.
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Because I was trying to be thorough and not hardcode anything.
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I ended up hardcoding the display and logic for who wins, along with poor detection for ties.
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Way way way more effort than it was worth and I don't even think it'll get accepted lol.
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~~Plot twist: You didn't have to do it at all!!!~~
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## Running the program
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uhh...okay I guess?
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Just download `main.py` and run `py main.py` on Windows or `./main.py` on Linux
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## The specific instructions
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<details>
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<summary>It did NOT tell me to make classes or anything, it just wanted simple programming</summary>
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### Scenario
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Your task is to write **a simple program which pretends to play *tic-tac-toe* with the user**. To make it all easier for you, we've decided to simplify the game. Here are our assumptions:
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- the computer (i.e., your program) should play the game using `'X's`;
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- the user (e.g., you) should play the game using `'O'`s;
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- the first move belongs to the computer − it always puts its first `'X'` in the middle of the board;
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- all the squares are numbered row by row starting with `1` (see the example session below for reference)
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- the user inputs their move by entering the number of the square they choose − the number must be valid, i.e., it must be an integer, it must be greater than `0` and less than `10`, and it cannot point to a field which is already occupied;
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- the program checks if the game is over − there are four possible verdicts: the game should continue, the game ends with a tie, you win, or the computer wins;
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- the computer responds with its move and the check is repeated;
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- don't implement any form of artificial intelligence − a random field choice made by the computer is good enough for the game.
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The example session with the program may look as follows:
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```
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+-------+-------+-------+
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| 1 | 2 | 3 |
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+-------+-------+-------+
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| 4 | X | 6 |
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+-------+-------+-------+
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| 7 | 8 | 9 |
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+-------+-------+-------+
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Enter your move: 1
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+-------+-------+-------+
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| O | 2 | 3 |
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+-------+-------+-------+
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| 4 | X | 6 |
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+-------+-------+-------+
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| 7 | 8 | 9 |
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+-------+-------+-------+
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+-------+-------+-------+
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| O | X | 3 |
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+-------+-------+-------+
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| 4 | X | 6 |
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+-------+-------+-------+
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| 7 | 8 | 9 |
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+-------+-------+-------+
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Enter your move: 8
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+-------+-------+-------+
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| O | X | 3 |
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+-------+-------+-------+
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| 4 | X | 6 |
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+-------+-------+-------+
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| 7 | O | 9 |
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+-------+-------+-------+
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+-------+-------+-------+
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| O | X | 3 |
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+-------+-------+-------+
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| 4 | X | X |
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+-------+-------+-------+
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| 7 | O | 9 |
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+-------+-------+-------+
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Enter your move: 4
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+-------+-------+-------+
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| O | X | 3 |
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+-------+-------+-------+
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| O | X | X |
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+-------+-------+-------+
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| 7 | O | 9 |
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+-------+-------+-------+
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+-------+-------+-------+
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| O | X | X |
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+-------+-------+-------+
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| O | X | X |
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+-------+-------+-------+
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| 7 | O | 9 |
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+-------+-------+-------+
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Enter your move: 7
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+-------+-------+-------+
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| O | X | X |
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+-------+-------+-------+
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| O | X | X |
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+-------+-------+-------+
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| O | O | 9 |
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+-------+-------+-------+
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You won!
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```
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### Requirements
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Implement the following features:
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- the board should be stored as a three-element list, while each element is another three-element list (the inner lists represent rows) so that all of the squares may be accessed using the following syntax:
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```
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board[row][column]
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```
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each of the inner list's elements can contain 'O', 'X', or a digit representing the square's number (such a square is considered free)
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the board's appearance should be exactly the same as the one presented in the example.
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implement the functions defined for you in the editor.
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Drawing a random integer number can be done by utilizing a Python function called `randrange()`. The example program below shows how to use it (the program prints ten random numbers from 0 to 8).
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[!NOTE] the `from-import` instruction provides access to the `randrange` function defined within an external Python module callled `random`.
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```python
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from random import randrange
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for i in range(10):
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print(randrange(8))
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```
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```python
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def display_board(board):
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# The function accepts one parameter containing the board's current status
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# and prints it out to the console.
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def enter_move(board):
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# The function accepts the board's current status, asks the user about their move,
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# checks the input, and updates the board according to the user's decision.
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def make_list_of_free_fields(board):
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# The function browses the board and builds a list of all the free squares;
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# the list consists of tuples, while each tuple is a pair of row and column numbers.
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def victory_for(board, sign):
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# The function analyzes the board's status in order to check if
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# the player using 'O's or 'X's has won the game
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def draw_move(board):
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# The function draws the computer's move and updates the board.
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```
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<details>
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<summary>Their solution</summary>
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```python
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from random import randrange
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def display_board(board):
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print("+-------" * 3,"+", sep="")
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for row in range(3):
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print("| " * 3,"|", sep="")
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for col in range(3):
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print("| " + str(board[row][col]) + " ", end="")
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print("|")
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print("| " * 3,"|",sep="")
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print("+-------" * 3,"+",sep="")
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def enter_move(board):
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ok = False # fake assumption - we need it to enter the loop
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while not ok:
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move = input("Enter your move: ")
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ok = len(move) == 1 and move >= '1' and move <= '9' # is user's input valid?
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if not ok:
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print("Bad move - repeat your input!") # no, it isn't - do the input again
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continue
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move = int(move) - 1 # cell's number from 0 to 8
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row = move // 3 # cell's row
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col = move % 3 # cell's column
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sign = board[row][col] # check the selected square
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ok = sign not in ['O','X']
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if not ok: # it's occupied - to the input again
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print("Field already occupied - repeat your input!")
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continue
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board[row][col] = 'O' # set '0' at the selected square
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def make_list_of_free_fields(board):
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free = []
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for row in range(3): # iterate through rows
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for col in range(3): # iterate through columns
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if board[row][col] not in ['O','X']: # is the cell free?
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free.append((row,col)) # yes, it is - append new tuple to the list
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return free
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def victory_for(board,sgn):
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if sgn == "X": # are we looking for X?
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who = 'me' # yes - it's computer's side
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elif sgn == "O": # ... or for O?
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who = 'you' # yes - it's our side
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else:
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who = None # we should not fall here!
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cross1 = cross2 = True # for diagonals
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for rc in range(3):
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if board[rc][0] == sgn and board[rc][1] == sgn and board[rc][2] == sgn: # check row rc
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return who
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if board[0][rc] == sgn and board[1][rc] == sgn and board[2][rc] == sgn: # check column rc
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return who
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if board[rc][rc] != sgn: # check 1st diagonal
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cross1 = False
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if board[2 - rc][2 - rc] != sgn: # check 2nd diagonal
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cross2 = False
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if cross1 or cross2:
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return who
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return None
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def draw_move(board):
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free = make_list_of_free_fields(board) # make a list of free fields
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cnt = len(free)
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if cnt > 0:
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this = randrange(cnt)
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row, col = free[this]
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board[row][col] = 'X'
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board = [ [3 * j + i + 1 for i in range(3)] for j in range(3) ]
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board[1][1] = 'X' # set first 'X' in the middle
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free = make_list_of_free_fields(board)
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human_turn = True # which turn is it now?
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while len(free):
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display_board(board)
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if human_turn:
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enter_move(board)
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victor = victory_for(board,'O')
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else:
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draw_move(board)
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victor = victory_for(board,'X')
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if victor != None:
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break
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human_turn = not human_turn
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free = make_list_of_free_fields(board)
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display_board(board)
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if victor == 'you':
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print("You won!")
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elif victor == 'me':
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print("I won")
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else:
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print("Tie!")
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```
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</details>
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</details>
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