una.io
https://www.tiktok.com/@huggyattack/video/7367979440548187435
jlos shooting star was an offspring of a kpop group.
since the script is doing well and the both tesla m40s are heating up too much, i've purchaised two p40s. to get executable scripts isn't that easy and there are no free llms which can make code refraction, see https://aider.chat/docs/leaderboards/refactor.html
"The refactoring benchmark requires a large context window to work with large source files. Therefore, results are available for fewer models."
there are also smaller coding LLM with large context window size. the DeepSeek Coder V2 0724 (deprecated) q4 version needs 144gb vram.
#z-stammtisch
powered by the-stammtisch.com
The idea you're proposing is quite innovative — using a kind of "microscopic grid filter" to detect distant objects like Planet Nine by comparing the sunlight they reflect with that of distant stars. However, there are a few important reasons why astronomers can't use this technique, or similar ones, to detect objects like Planet Nine, especially at such great distances. Let's break it down:
1. Size and Distance of Planet Nine
- Distance: Planet Nine is hypothesized to be located at a distance of 200 to 1,000 AU (astronomical units) from the Sun. To put this in perspective, that's roughly 100 to 500 times farther than Earth. This means it is incredibly far away, making it extremely faint in visible light.
- Size and Reflectivity: While Planet Nine is thought to be around 5–10 times the mass of Earth, it would likely not be large enough to block a significant amount of background starlight. The planet would likely be very dim and reflect only a small amount of sunlight, making it difficult to detect with traditional or specialized filters, especially against the vast number of much brighter distant stars.
2. Challenges with Grid Filters
- Resolution of the "Grid": A "fine grid filter" that can detect objects based on their apparent size in a given field of view would need to have extremely high spatial resolution. Given that Planet Nine would appear as a very small point of light from Earth (due to its size and vast distance), the grid would need to be incredibly fine, potentially on the scale of micrometers or even smaller. The problem is that such a grid filter would have to be perfectly aligned with the field of view of the telescope — something that is practically impossible on the scale required.
- Focusing on a Moving Target: If the object (Planet Nine) were moving through the field of view, it would likely move very slowly given its distance and orbital speed. Astronomers would need to track the object for long periods, but a fine grid filter would not be able to account for this dynamic, moving nature. Even if such a filter could work in principle, maintaining precise alignment over time with a moving object would be extremely challenging.
3. Lack of Sufficient Contrast
- Starlight Interference: The sky is filled with countless distant stars, which are many orders of magnitude brighter than an object like Planet Nine. Even with a fine filter that might theoretically differentiate between stars and objects in the solar system, the contrast between distant stars and a faint, dim planet at the outer reaches of our solar system would still be too low for such a method to work effectively.
- Astronomical Background: The background sky itself is also filled with diffuse light from the Milky Way and other sources. This "skyglow" would also make it difficult to distinguish such a faint object from the background. The same issue applies to using a filter to distinguish sunlight reflected by Planet Nine from the starlight or scattered sunlight from background sources.
4. Detection Method Limitations
- Imaging Technology: Even with high-tech filters, current imaging technologies (such as CCD cameras) rely on capturing photons that are emitted or reflected by objects in the sky. Planet Nine, being so far away, would emit very few photons, and those that it does reflect from the Sun would be weak and dispersed across a large area. This makes the object exceedingly difficult to detect with standard or specialized optical imaging techniques.
- Infrared Detection: Another method astronomers use to detect distant objects in the outer solar system is by looking for the faint infrared radiation they might emit due to residual heat. Since Planet Nine is hypothesized to be far from the Sun, it would not be emitting much heat of its own and would be hard to detect in infrared unless it is unusually warm. Even so, this approach requires highly sensitive infrared telescopes, like the James Webb Space Telescope (JWST), which are currently being used to search for such objects.
5. Motion and Apparent Size
- Small Apparent Size: Due to its great distance, Planet Nine would appear as a very small point of light, likely not large enough to occupy multiple holes in a microscopic grid filter, even if such a grid were physically possible. Astronomical objects, even large ones, appear as mere points of light unless they are very close by (like the Moon or the planets visible to the naked eye).
- Motion Relative to Stars: The movement of Planet Nine would also be slow and subtle against the vast background of distant stars. The object would appear as a moving point of light, but distinguishing it from the constant motion of stars (due to their apparent motion across the sky or slight differences in their brightness) would still be challenging with a simple grid filter.
Why Current Methods Are More Effective
Instead of using a fine grid filter, astronomers employ sophisticated sky surveys that scan large portions of the sky for moving objects. These methods rely on:
- Multiple exposures: Taking many images of the same region of the sky over time and looking for moving objects (astrometric surveys like the Vera C. Rubin Observatory).
- Infrared surveys: Since objects at great distances (like Planet Nine) are faint and cold, infrared detection is often the best method (e.g., using WISE or Spitzer Space Telescope).
- Gravitational signatures: Sometimes, indirect evidence, such as unusual orbital patterns of distant objects, can point astronomers to a possible location for Planet Nine, prompting further targeted observations.
Conclusion
While the idea of using a fine grid filter to detect faint objects like Planet Nine is an interesting thought experiment, the practical challenges of such an approach are enormous. The vast distance, faintness of the object, and the technical difficulties in making a grid filter with sufficient resolution to work on an astronomical scale mean that traditional observational methods, like infrared surveys and detailed tracking, are far more effective in the search for distant objects like Planet Nine.
Ah, I understand your concept much better now! You're proposing a method where a grid-like or mask filter would be used to detect an object in the solar system by blocking out light from distant stars, while the object would block out multiple holes in the grid, making it detectable. You're drawing a parallel to the starshade technique used in exoplanet research, where a large, flower-shaped shade is placed between the telescope and a star to block out its light, creating an artificial eclipse that allows astronomers to observe faint objects around it, like exoplanets.
Let's break down the idea and the challenges associated with trying to apply it to detect something like Planet Nine.
How the Starshade Concept Works
In the case of exoplanet detection, a starshade blocks the light from a distant star, which allows the telescope behind it to observe faint objects (like exoplanets) around that star. The starshade works by creating an eclipse that "shields" the light from the star while letting through the light from the exoplanet, which is much dimmer and usually very close to the star.
The key is that the starshade is positioned precisely between the observing telescope and the target star, and it can block light coming from a very small area of the sky, which then allows a much more sensitive observation of objects near that star.
Applying This Concept to Detect Planet Nine
You’re proposing a similar idea where a filter or mask could block the light from distant stars, and an object like Planet Nine — which is relatively close within the solar system compared to those stars — would block out multiple holes in the grid, making it detectable. Here's how this concept might play out in theory and the issues that arise:
1. Light from Distant Stars and Planet Nine
- Distant Stars: Stars are incredibly far away, and their light is essentially point-like when observed from Earth, meaning they don’t appear spread out. A small grid filter could block out the light from these stars by placing the grid in the light path.
- Planet Nine: If Planet Nine were large enough and positioned just right, it could, in theory, block out some of the sunlight coming from distant stars, and multiple holes in your filter could be blocked out, indicating the presence of such an object.
2. Challenges with Blocking Sunlight from Distant Stars
- Size and Light Pollution: Even though Planet Nine is thought to be a large object (roughly 5-10 times the mass of Earth), it is still incredibly faint in terms of apparent brightness because it is so far away (200–1,000 AU). This means it would block only a very tiny fraction of light from distant stars. The planet would reflect a small amount of sunlight, making it a very faint object, especially compared to the vast number of stars in the background.
- Very Small Apparent Size: Planet Nine would appear as a point source of light from Earth, much like a star. Even though it might be large in terms of mass, it would not occupy a significant portion of the sky due to its extreme distance. A "grid" that might block several holes would need to be very finely tuned to the exact position and size of Planet Nine, and its faintness would make it hard to detect reliably.
3. Distance and Precision Issues
- Scale of the Grid: To detect a small, distant object like Planet Nine using a fine grid filter would require extremely precise alignment of the grid with the exact location of the object in the sky. At a distance of 200–1,000 AU, Planet Nine would appear as an incredibly tiny dot. The grid holes would have to be extremely fine, potentially at the scale of micrometers, to block any significant fraction of its reflected sunlight. In practice, creating such a fine, precise grid would be extremely difficult and would require remarkable instrumentation.
- Movement and Tracking: Planet Nine would likely have a slow, but measurable motion relative to the distant stars. The grid would need to track this motion very carefully to maintain the alignment, which adds another layer of complexity.
4. Why It’s Harder Than the Starshade for Exoplanets
- The starshade works for exoplanets because the starshade is a relatively large object that creates a broad shadow over a small area of the sky. The exoplanet is close to the star, so it appears much larger relative to the tiny part of the sky that is being shielded from the star’s light. This allows the starshade to block out the star's light and enable observations of the nearby exoplanet.
- In contrast, Planet Nine is extremely far away, and its apparent size would be very small. The light it reflects would be fainter, and the object would occupy a tiny area in the sky. The grid filter concept, while interesting, would not have the same blocking power as the starshade due to the vast distance and the faintness of the object.
5. Technological Limitations
- Precise Grid Filter: A grid filter with microscopic holes would have to be perfectly aligned and could not accommodate the motions of a faint object like Planet Nine moving through the field of view. Even if you could create such a filter, it would be exceedingly difficult to deploy it across vast regions of the sky while ensuring it was perfectly positioned.
- Alternative Techniques: Currently, astronomers rely on infrared surveys (e.g., WISE, the James Webb Space Telescope) to detect faint objects in the outer solar system, as objects like Planet Nine would emit faint infrared radiation rather than visible light. The contrast between stars and distant objects is not large enough to allow detection through this method using visible light or simple grid-like filters.
Conclusion
The concept of using a "fine grid filter" to detect Planet Nine by blocking sunlight from distant stars is an interesting idea, but it encounters significant practical challenges due to the faintness of Planet Nine, the immense distance between it and Earth, and the extremely small apparent size of the object in the sky. While starshade technology works well for blocking out the light from nearby stars in exoplanet research, applying this concept to detect a faint, distant object like Planet Nine would be extremely difficult with current technology.
Instead, astronomers rely on other methods like infrared detection and gravitational influences to locate and observe objects at such vast distances.
Here is the updated illustration with a grid filter, including holes that allow distant star light to pass through and a dark region where Planet Nine is blocking the light. This should help better visualize how such a grid filter concept could theoretically detect a distant object by comparing the blocked light against the star's light. Let me know if you need any more changes or further explanations!
python main.py
Welcome to tic-tac-toe!
| |
| |
| |
Player 1 turn. Enter a move (a1 to c3):
1
Invalid move. Try again.
| |
| |
| |
Player 2 turn. Enter a move (a1 to c3):
a1
O| |
| |
| |
Player 1 turn. Enter a move (a1 to c3):
a2
O|X|
| |
| |
Player 2 turn. Enter a move (a1 to c3):
a3
O|X|O
| |
| |
Player 1 turn. Enter a move (a1 to c3):
c1
O|X|O
| |
X| |
Player 2 turn. Enter a move (a1 to c3):
c2
O|X|O
| |
X|O|
Player 1 turn. Enter a move (a1 to c3):
c3
O|X|O
| |
X|O|X
Player 2 turn. Enter a move (a1 to c3):
b1
O|X|O
O| |
X|O|X
Player 1 turn. Enter a move (a1 to c3):
b2
O|X|O
O|X|
X|O|X
Player 2 turn. Enter a move (a1 to c3):
b3
O|X|O
O|X|O
X|O|X
It is a tie!
python main.py
Welcome to tic-tac-toe!
| |
| |
| |
Player 2 turn. Enter a move (a1 to c3):
a1
O| |
| |
| |
Player 1 turn. Enter a move (a1 to c3):
a2
O|X|
| |
| |
Player 2 turn. Enter a move (a1 to c3):
a3
O|X|O
| |
| |
Player 1 turn. Enter a move (a1 to c3):
b1
O|X|O
X| |
| |
Player 2 turn. Enter a move (a1 to c3):
b2
O|X|O
X|O|
| |
Player 1 turn. Enter a move (a1 to c3):
b3
O|X|O
X|O|X
| |
Player 2 turn. Enter a move (a1 to c3):
c1
O|X|O
X|O|X
O| |
Player O wins!
they got these suggestions from ChatGPT after the script execution before:
This game script is functional and covers the essential mechanics of a two-player Tic-Tac-Toe game, including input validation, win/tie checks, and the ability to reset and replay the game. Below is a detailed evaluation:
---
### **Evaluation Criteria and Scoring (Total: 10 Points)**
#### **1. Functionality (4/4)**
- **Reset and Initialization:** The `reset_board` function properly initializes the board.
- **Game Loop:** The game runs in a loop and alternates players correctly.
- **Win and Tie Checks:** Includes checks for both win and tie conditions that are implemented and invoked at the right moments.
- **Replay Option:** Allows players to replay the game by resetting the board.
**Score:** 4/4
---
#### **2. User Input Handling (2/2)**
- **Validation:** Inputs are validated to ensure that players only choose valid row and column indices within the board's bounds.
- **Error Handling:** Gracefully handles invalid inputs with error messages, prompting users to try again.
**Score:** 2/2
---
#### **3. Code Structure and Readability (2/2)**
- **Modularity:** Functions like `reset_board`, `print_board`, `get_player_input`, and `check_win` improve readability and reusability.
- **Clarity:** The code is easy to follow, with descriptive function names and straightforward logic.
**Score:** 2/2
---
#### **4. Edge Case Handling (1/2)**
- **Handled Cases:**
- Prevents overwriting already occupied cells.
- Ensures that only valid moves are allowed.
- **Unaddressed Edge Cases:**
- No input to quit the game during a turn (e.g., mid-game exit).
- Potential usability improvements, like automatically informing players when their chosen cell is occupied, rather than just looping silently.
**Score:** 1/2
---
#### **5. User Experience (1/2)**
- **Strengths:**
- The game provides clear prompts and feedback.
- Board display is simple and functional.
- **Weaknesses:**
- Board formatting could be improved for better visualization (e.g., adding row/column numbers for clarity).
- The diagonal win check logic is slightly redundant; it could be simplified for efficiency.
**Score:** 1/2
---
### **Final Score: 9/10**
---
### **Suggestions for Improvement**
1. **Board Display:**
- Add row and column numbers for easier navigation.
- Use a more visually appealing layout for the board (e.g., spaces between cells).
2. **Exit Option:**
- Allow players to quit the game mid-turn (e.g., by entering "q" or a similar command).
3. **Code Optimization:**
- Simplify the diagonal win check logic for better efficiency.
- Combine the win conditions into a single function to avoid code duplication.
4. **Enhanced Feedback:**
- Inform players explicitly when they choose an already occupied cell.
5. **Edge Case Consideration:**
- Test and handle unexpected player input like non-numeric characters or out-of-bounds indices more explicitly.
---
### **Summary**
This is a well-written, functional Tic-Tac-Toe game script that is highly playable. While it’s strong in core functionality and input validation, minor adjustments in user experience and edge case handling could elevate it further.
- 1477
Creating a clear, step-by-step visualization of how the data flows through the CodeFormatterML
classifier module, especially in an agent-based workflow similar to AutoGPT or BabyCoder, involves breaking down the process into manageable phases. The classifier here integrates multiple components, including data preparation, semi-liquid networks, ChromaDB for storage, and updates based on model performance.
Here’s a structured visualization of how data is processed in this workflow:
Visual Outline
-
Data Ingestion and Objective Setup
- Input Sources: The agent retrieves objectives from external sources or files (
objective3a.txt
) or command-line arguments. - Data Categorization: Objectives are categorized based on keywords (like "correction") and execution errors from ChromaDB.
- Training Data Creation: Objectives and errors are labeled and split into classes (
0
for correct,1
for needing correction).
- Input Sources: The agent retrieves objectives from external sources or files (
-
Vectorization and Initial Model Training
- Text Vectorization: The
TfidfVectorizer
transforms text-based objectives and errors into numerical vectors. - Training Initial Classifier: A
RandomForestClassifier
is initialized and tuned usingGridSearchCV
. The model is trained on the transformed vectors.
- Text Vectorization: The
-
Semi-Liquid Network Initialization
- Classifier Nodes: Each classifier is wrapped in an
AdaptiveClassifierNode
, which tracks model importance and performance. - Network Setup: These nodes are connected in a
SemiLiquidNetwork
, allowing dynamic updates of each classifier based on performance metrics.
- Classifier Nodes: Each classifier is wrapped in an
-
Prediction and Classification
- Content Classification: When new content is processed, the
semi_liquid_network
makes predictions, where each classifier node’s predictions are weighted by importance. - Caching: Classified content is stored in ChromaDB with metadata, including predicted class labels for future retrieval.
- Content Classification: When new content is processed, the
-
Model Updating and Performance Adjustment
- Performance Tracking: After each batch of predictions, the performance of classifiers is evaluated. The network adjusts each node's importance based on its recent performance.
- Continuous Learning: The main classifier and the
semi_liquid_network
adaptively update, retraining with a mix of new and historical data.
-
Memory Management and Cleanup
- Garbage Collection: To prevent memory issues, garbage collection is triggered periodically.
- Error Handling: Oversized or problematic entries are removed from ChromaDB to optimize future retrieval.
in comparison to the AutoGPT classifier:
Summary Table
Aspect | AutoGPT (LLM-Based) | AutoML (Data-Driven) |
---|---|---|
Training Requirement | None | Yes, uses labeled data |
Real-Time Adaptation | Yes, via prompt adjustments | Yes, through retraining |
Ideal for | Fast sentiment analysis | Long-term classification with updates |
This comparison highlights AutoGPT’s flexibility and ease versus AutoML's structured, adaptable approach for accuracy-driven tasks.
Comparison to AutoGPT Workflow
AutoGPT (LLM-Based):
- Focus on Prompt and Real-Time Interpretation: Uses a prompt-based agent to classify based on the LLM’s internal knowledge without formal training or retraining.
- Feedback Loop: Can refine classification based on iterative prompts but does not learn from new data.
AutoML (Data-Driven):
- Focus on Structured, Data-Driven Learning: Trains on a large dataset, selecting and tuning models based on performance metrics.
- Adaptable Over Time: Continuously retrains to integrate new data and improve accuracy with each update
-
Classifier System Enhancements:
- Input Layer: Add an "Input Layer" node before the "TF-IDF Vectorization" to mark the start of data processing.
- Embedding Layer: Introduce an "Embedding Layer" between the "TF-IDF Vectorization" and "Classifier System" for deeper representation learning.
- Dense Layer: Include a "Dense Layer" within the "Classifier System," indicating intermediate processing within the model.
- Output Layer: Add an "Output Layer" node to show the final stage of classification before predictions are generated.
-
Enhanced Adaptive Mechanism:
- Activation Function: Within the "Adaptive Classifier Nodes," integrate a node labeled "Activation Function" to reflect its role in determining the nodes' response.
- Optimization: Introduce an "Optimization" process alongside "Update Weights" to reflect the full training loop.
-
Expanded Error Management:
- Add nodes like "Error Correction" and "Outlier Detection" within the "Error Management" section, connected to "Oversized Entries" and "Error Logging," enhancing the error-handling loop.
-
New Relationships:
- Ensure that all layers (Input, Embedding, Dense, and Output) are connected sequentially within the flow of the "Classifier System."
- Link "Optimization" to both "Update Weights" and "Performance Evaluation" for a feedback mechanism that helps improve classification accuracy.
it is surprising me how fast ai-tech is evolving
since the first report about the benefit of an ai (human escape pattern simulation out of buildings) and one of the first ML-tools (tamagotchi) the development is steping forward to smart glasses.
under the hood the are unsolved basic questions
see https://github.com/DuskoPre/AutoCoder/wiki
beyond the massages of eco-, sustainable-, and privacy-movements the tech is still in development and needs the well-matured appearance for the global tech-court.
PS: cheers, my blog got over 20k views!
- 2519
-
-
· Dusko
- ·
The British brand hosted a starry cocktail party to celebrate a makeover of its flagship store.18.10.2024, 01:00:450 0 0 0 0 0 0 -
· Dusko
https://github.com/DuskoPre/AutoCoder/wiki
i'm not just testing LLMs but also creating a semi-liquid neural network (advanced LLM) with chromadb:
https://github.com/DuskoPre/liquid-neural-network-with-chromadb-cache
it seems there is a mayor upgrade for LLMs possible trough classifications (managing-system) of inputs to the LLM. the model is still static but trough the implementations of the classifier it can be made semi-liquid.
i've achieved the next milestone with the autocoder-script when creating a tic-tac-toe game.
this are the LLMs:
"OLLAMA_API_MODEL = 'deepseek-coder:33b-instruct-fp16'
OLLAMA_HELPER_API_MODEL = 'phi3:14b-medium-128k-instruct-q8_0'
OLLAMA_API_URL = 'http://localhost:11434/api'
coder_LLM = 'dolphincoder:15b-starcoder2-fp16'
coder_LLM_2 = 'yi-coder:9b-chat-fp16'"
and this the objective:
"Write a Python program that allows two players to play a game of Tic-Tac-Toe on the console. The program should start by printing out an empty 3x3 board. Players should then take turns entering their moves by specifying the row and column of the square they want to
mark. The program should validate the moves to ensure that the square is empty and that the input is within the range of the board. After each move, the program should check for a win or a tie and print out the updated board. The game should continue until one player wins or the board is full, at which point the program should declare the winner or a tie and ask if the players want to play again. The program should handle errors gracefully and allow the players to quit at any time."
this is the produced script:
"
{
"def check_win(board):"
# Check rows for win
for row in board:
if len(set(row)) == 1 and row[0] != " ":
return True
# Check columns for win
for i in range(len(board[0])):
if len(set([row[i] for row in board])) == 1 and board[0][i] != " ":
return True
# Check diagonals for win
if len(set([board[i][i] for i in range(len(board))])) == 1 and board[0][0] != " ":
return True
if len(set([board[i][len(board)-i-1] for i in range(len(board))])) == 1 and board[0][len(board)-1] != " ":
return True
return False
}
# Check if the indices are within the board dimensions
if not (0 <= row < len(board) and 0 <= col < len(board[0])):
return False
# Check if the square is empty
if board[row][col] != " " :
return False
return True"
"get_move": {
"while": "true",
"row": "int(input('Enter the row number (0, 1, or 2): '))",
"if": { "not_in": [0, 1, 2] },
"print": "Invalid input! Please enter a valid row number."
}
}
def print_board(board):
for row in board:
print(" ".join(row))
for row in board:
print(' '.join(row))
console.log(row.join(" "));
}
}
}
{
"getMove": {
"currentPlayer": ""
},
"inputValues": {
"row": 0,
"column": 0
}
}
"def is_valid_move(board, move):
row = move[0]
col = move[1]
# Check if the indices are within the board dimensions
if (row < 0 or row >= len(board)) or (col < 0 or col >= len(board[0])):
return False
# Check if the square is empty
if board[row][col] != ' ':
return False
return True"
{
"play_game": {
"player": "X",
"moves": [],
"board": {},
"is_valid_move": function() {...},
"print_board": function() {...},
# Define the function to play the game
def play_game():
board = [[" " for _ in range(3)] for _ in range(3)] # Initialize the board
player = "X"
while True:
print_board(board)
row, col = get_move()
if is_valid_move(board, row, col): # Check if move is valid
board[row][col] = player # If valid, update the board
if check_win(board, player): # Check for win condition
print_board(board)
print("Player", player, "wins!
")
break
elif all([cell != " " for row in board for cell in row]):
# If the board is full and no one won, it's a tie
print_board(board)
print("It is a tie!
")
break
player = "O" if player == "X" else "X"
else:
print("Invalid move. Please try again.")
# Define the function to check for win condition
def check_win(board, player):
# Check rows
for row in board:
if all([cell == player for cell in row]):
return True
# Check columns
for col in range(3):
if all([row[col] == player for row in board]):
return True
# Check diagonals
if all([board[i][i] == player for i in range(3)]) or all([board[i][2-i] == player for i in range(3)]):
return True
return False
# Define the function to get a valid move from the user
def get_move():
while True:
try: # Try to get a valid move
row = int(input("Enter row number (0-2): "))
col = int(input("Enter column number (0-2): "))
return row, col
except ValueError:
print("Invalid input. Please enter a number.")
# Define the function to check if a move is valid
def is_valid_move(board, row, col):
# Check if the cell is empty and inside the board
return 0 <= row < 3 and 0 <= col < 3 and board[row][col] == " "
}
}
"
because the refactoring (in the autocoder script) isn't finished jet- it needs to be adapted:
1. the game-code is completed (expect one code-line nr.4 in this case)
2. some parts of the script (double records- working versions) are deleted
"
def print_board(board):
for row in board:
print(" ".join(row))
print("-" * 9)
def play_game():
board = [[" " for _ in range(3)] for _ in range(3)] # Initialize the board
player = "X"
while True:
print_board(board)
row, col = get_move()
if is_valid_move(board, row, col): # Check if move is valid
board[row][col] = player # If valid, update the board
if check_win(board, player): # Check for win condition
print_board(board)
print("Player", player, "wins!")
break
elif all([cell != " " for row in board for cell in row]):
# If the board is full and no one won, it's a tie
print_board(board)
print("It is a tie!")
break
player = "O" if player == "X" else "X"
else:
print("Invalid move. Please try again.")
# Define the function to check for win condition
def check_win(board, player):
# Check rows
for row in board:
if all([cell == player for cell in row]):
return True
# Check columns
for col in range(3):
if all([row[col] == player for row in board]):
return True
# Check diagonals
if all([board[i][i] == player for i in range(3)]) or all([board[i][2-i] == player for i in range(3)]):
return True
return False
# Define the function to get a valid move from the user
def get_move():
while True:
try: # Try to get a valid move
row = int(input("Enter row number (0-2): "))
col = int(input("Enter column number (0-2): "))
return row, col
except ValueError:
print("Invalid input. Please enter a number.")
# Define the function to check if a move is valid
def is_valid_move(board, row, col):
# Check if the cell is empty and inside the board
return 0 <= row < 3 and 0 <= col < 3 and board[row][col] == " "
# Start the game
if __name__ == "__main__":
play_game()"
the game is created with the help of the ChatGPT, which gave a score (also correction of the script) to the corrupt pre-versions of the script and this response was given as input to the LLMs memory.
this is a mayor step for me in creation of such a coder-LLM app, get an overview of the AI landscape and learning by doing python coding.
keep the mouse over the like button for a second!
D
https://dev.to/tutortacademy/12-best-llm-projects-for-all-levels-5ha5