print("Turn is : ", turn) X_position = event.pos[0] move_j, turn = get_action(turn % 2, board_mesh, X_position) player = False else: pass player = True elif player1_mode == "random": move_j, turn = Random_Action(turn % 2, board_mesh) time.sleep(0.5) #time.sleep(1) elif player1_mode == "greedy": move_j, turn = Greedy.greedy_search(board_mesh, turn % 2, get_position_on_board, Greedy.greedy_score, is_viable_action) time.sleep(0.5) #time.sleep(1) elif player1_mode == "solver": move_j = slvr.solve(board_mesh, 1, solver_depth) - 1 if is_viable_action(move_j, board_mesh): turn = turn % 2 + 1 else: turn = 1 move_i = get_position_on_board(move_j, board_mesh) if is_viable_action(move_j, board_mesh): board_mesh[move_i, move_j] = turn % 2 + 1 board_UI(board_mesh) pg.display.update()