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coderboy132451/README.md

import numpy as np import tensorflow as tf

Define the Connect 4 environment

class Connect4Environment: def init(self): self.board = np.zeros((6, 7), dtype=np.int) # 6x7 game board self.current_player = 1 # Player 1 starts

def reset(self):
    self.board = np.zeros((6, 7), dtype=np.int)
    self.current_player = 1

def is_valid_move(self, action):
    # Check if the selected column is not full
    return self.board[0][action] == 0

def make_move(self, action):
    # Place a player's piece in the selected column
    for row in range(5, -1, -1):
        if self.board[row][action] == 0:
            self.board[row][action] = self.current_player
            break
    self.current_player = 3 - self.current_player  # Switch player

def get_game_state(self):
    # Encode the current state of the game board
    return self.board

def is_game_over(self):
    # Check for a win condition or a full board
    # Implement win-checking logic here
    return False

Define a basic Q-learning agent

class QLearningAgent: def init(self, state_space_size, action_space_size, learning_rate, discount_factor): self.q_table = np.zeros((state_space_size, action_space_size)) self.learning_rate = learning_rate self.discount_factor = discount_factor self.epsilon = 0.1 # Exploration rate

def choose_action(self, state):
    if np.random.rand() < self.epsilon:
        return np.random.choice(len(self.q_table[state]))
    else:
        return np.argmax(self.q_table[state])

def update_q_table(self, state, action, reward, next_state):
    best_next_action = np.argmax(self.q_table[next_state])
    self.q_table[state][action] += self.learning_rate * \
        (reward + self.discount_factor * self.q_table[next_state][best_next_action] - self.q_table[state][action])

Define training parameters

num_episodes = 1000 learning_rate = 0.1 discount_factor = 0.99

Create the Connect 4 environment

env = Connect4Environment()

Initialize the Q-learning agent

state_space_size = 6 * 7 # 6 rows x 7 columns action_space_size = 7 # 7 possible column choices agent = QLearningAgent(state_space_size, action_space_size, learning_rate, discount_factor)

Training loop

for episode in range(num_episodes): state = env.get_game_state() done = False while not done: action = agent.choose_action(state) if env.is_valid_move(action): env.make_move(action) next_state = env.get_game_state() if env.is_game_over(): reward = 1 # The agent wins done = True else: reward = 0 agent.update_q_table(state, action, reward, next_state) state = next_state else: continue

env.reset()

After training, you can use the Q-learning agent to make optimal moves in Connect 4.

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