オセロのアルゴリズム

問題文
ふーすけ

現在のオセロの盤面と、次に黒石が置かれる座標が与えられます。
黒石が置かれた後のオセロの盤面を表示するプログラムを書いてみましょう!

※環境によっては出力例がきれいに表示されていないかもしれませんが、気にせずいきましょう!

必要な変数と入力例

hand = [3, 2] # board[3][2]をひっくり返す
board = [
["×","×","×","×","×","×","×","×"],
["×","×","×","×","×","×","×","×"],
["×","×","×","×","×","×","×","×"],
["×","×","×","○","●","×","×","×"],
["×","×","×","●","○","×","×","×"],
["×","×","×","×","×","×","×","×"],
["×","×","×","×","×","×","×","×"],
["×","×","×","×","×","×","×","×"]
]

制約

・黒石は●、白石は○です。
・プレイヤーは必ず石が置ける場所に置きます。
・石が置けないような盤面は問題で与えられません。

出力例

××××××××
××××××××
××××××××
××●●●×××
×××●○×××
××××××××
××××××××
××××××××
  • 実行
  • ジャッジ