class TicTacToe: def init (self): # board is a list of 10 strings representing the board(ignore index 0) self.board = [" "]*10 self.

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1 The goal of this lab is to practice problem solving by implementing the Tic Tac Toe game. Tic Tac Toe is a game for two players who take turns to fill a 3 X 3 grid with either o or x. Each player alternates choosing an open space in the grid to mark with either x for a player or o for the other player. The goal (to win) is to have three xs or 3 os in a row, column or diagonal. The game can also end with a draw if the grid is full but neither player has won. Some part of the Tic Tac Toe class has been provided to you in the file called Lab_TicTacToe. The init method in the given file is described below: class TicTacToe: def init (self): # board is a list of 10 strings representing the board(ignore index 0) self.board = [" "]*10 self.board[0]="#" The constructor init creates a list of 10 objects of type string. Each of these string objects would have the empty space character inside it. The first one at index 0 will be ignored (initialized with some character but not space) and the other 9 represent the 9 cells of the 3 x 3 Tic Tac Toe grid. You have to complete the lab by completing the three tasks described below: Task 1 Implement the methods assignmove and drawboard in TicTacToe class. 1.1 The method assignmove(self,cell,symbol) requests the Tic Tac Toe object to assign the symbol to the cell of the grid. The parameter cell should be a valid integer value between 1 and 9 (both end points inclusive). The method must check the validity of the value of cell before proceeding to assign the symbol to it. For the second parameter symbol, you may assume that symbol is an object of type str and is always either x or o. 1.2 The method drawboard(self) would display the board as follows: The first grid on the left represents the current state of the board while the grid on the right is static, and represents the index of each cell (like the numeric pad on the keyboard). The two grids are separated by a tab (\t). Once you have completed Task 1, test your methods by creating an instance of TicTacToe by writing the following line of code in the main function that is provided in the given file: myboard=tictactoe() Fill some cells in the board using the assignmove method. For example to put an x in the 4 th cell write the following:

2 myboard.assignmove(4, 'x') Use assignmove multiple times to fill up the board. Use the drawboard method in the TicTacToe class to draw the board. Let s say the following code is written in the main function to populate the board with x and o : myboard.assignmove(4,'x') myboard.assignmove(6,'o') myboard.assignmove(1,'o') myboard.assignmove(14,'x') myboard.drawboard() The following board would be displayed when the code is evaluated: x o o Please note the last assignmove(14, x ) did not impact any cells in the board. Task 2 Implement the methods boardfull,cellisempty and iswinner in TicTacToe class 2.1 The method boardfull(self) should check if all cells have been filled out or not. This method should return True if all cells have been filled out and False otherwise. 2.2 The method cellisempty(self, cell) checks whether a given cell is available to be assigned a value or not. The method should ensure that the cell value provided to the method is a valid integer number between 1 and 9 (both end points inclusive). If the cell value is not valid, the method should return False. If the cell value is valid and the cell is not occupied by x or o the method should return True else the method should False. 2.3 The method iswinner(self, symbol) should return True if a row, column or diagonal in the board is filled out with the same symbol x or o and False otherwise. This method is called within the method whowon(self) which has been provided in the given file. After implementing Task 2 write statements in the main function that uses and tests the methods. Populate the board with x or o by using the assignmove method. After populating the board, check whether the methods cellisempty, boardfull and iswinner are returning the correct expected value or not. Task 3 Writing the Tic Tac Toe game Using the Methods in TicTacToe class You should remove all the test code that you wrote in the main function before writing the program described below: Write a program that allows two players, x and o, to alternate and provide their moves on the board by entering the cell number that they want to fill in. The program should check the input entered by the user and only allow a valid integer value between 1 and 9 for move/cell number. If cell number is not valid or is not available (has already been filled in by x or o ) the player should be prompted to enter another move (i.e. a cell number). The program repeatedly asks the user to enter a move until a valid cell value is entered. Here is a sample output describing this program behavior:

3 Welcome to Tic Tac Toe Series It is the turn for x. What is your move? 13 Invalid move. Turn for x again.what is your move? 2 x It is the turn for o. What is your move? 2 2 is not available. Turn for o again.what is your move? 3 x o It is the turn for x. What is your move? 3 3 is not available. Turn for x again.what is your move? 6 x x o It is the turn for o. What is your move? A game session in Tic Tac Toe ends with a win (for x or o ) or tie. Your program should use the methods in the TicTacToe class to implement the game. Once a game session ends, the program gives the player the option to play the game again by displaying the following prompt: Do you want to play another game? (Y/N) The program will continue to play Tic Tac Toe until the player enters a letter other than y or Y. Please observe the following Sample Output: Welcome to Tic Tac Toe Series It is the turn for x. What is your move? 1 x It is the turn for o. What is your move? 2

4 It is the turn for x. What is your move? 5 x It is the turn for o. What is your move? 6 x o It is the turn for x. What is your move? 9 x x o x wins. Congrats! Press Enter to continue Do you want to play another game? (Y/N)Y It is the turn for x. What is your move? 7 x It is the turn for o. What is your move? 8 It is the turn for x. What is your move? 4 x It is the turn for o. What is your move? 5 It is the turn for x. What is your move? 2

5 x It is the turn for o. What is your move? 1 It is the turn for x. What is your move? 9 It is the turn for o. What is your move? 6 x o o It is the turn for x. What is your move? 3 x o o o x x It's a tie. Press Enter to continue Do you want to play another game? (Y/N)n

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