minmax algorithm for conway's game of life in matlab

Here's an implementation of the Minimax algorithm for the Game of Life in MATLAB:

main.m
function [bestRow, bestCol, bestVal] = Minimax(gameBoard, player, depth)
% Minimax algorithm for Game of Life
% gameBoard - 2D matrix representing the current board state
% player - current player (1 or -1)
% depth - current depth of the search tree
% returns the best row, column, and value

if depth == 0
    % evaluate the board at the current position
    bestVal = EvaluateBoard(gameBoard);
    bestRow = -1;
    bestCol = -1;
else
    % find all possible moves
    moves = PossibleMoves(gameBoard, player);
    numMoves = size(moves, 1);
    bestVal = -Inf;
    
    for i = 1:numMoves
        % make the move
        gameBoard(moves(i, 1), moves(i, 2)) = player;
        
        % recursive call to search deeper
        [tempRow, tempCol, tempVal] = Minimax(gameBoard, -player, depth-1);
        
        % undo the move
        gameBoard(moves(i, 1), moves(i, 2)) = 0;
        
        % update the best move
        if -tempVal > bestVal
            bestVal = -tempVal;
            bestRow = moves(i, 1);
            bestCol = moves(i, 2);
        end
    end
end
end

function val = EvaluateBoard(gameBoard)
% evaluate the board at the current position
val = sum(sum(gameBoard));
end

function moves = PossibleMoves(gameBoard, player)
% find all possible moves
[m, n] = size(gameBoard);
moves = [];

for i = 1:m
    for j = 1:n
        if gameBoard(i, j) == 0
            % empty cell - check if it leads to a new live cell
            newBoard = gameBoard;
            newBoard(i, j) = player;
            if sumNeighbours(i, j, newBoard) == 3
                moves = [moves; i j];
            end
        end
    end
end
end

function num = sumNeighbours(row, col, gameBoard)
% sum the values of the neighbouring cells
[m, n] = size(gameBoard);
num = 0;

for i = -1:1
    for j = -1:1
        if ~(i == 0 && j == 0)
            r = mod(row+i-1, m)+1;
            c = mod(col+j-1, n)+1;
            num = num + gameBoard(r, c);
        end
    end
end
end
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The Minimax algorithm finds the best move for the current player by searching through the possible moves and their resulting board states. The algorithm assumes that the opposing player also plays optimally and tries to minimize the score. The EvaluateBoard function simply sums the values of the cells on the board. The PossibleMoves function finds all the empty cells that lead to a new live cell if played. The sumNeighbours function sums the values of the neighbouring cells.

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