int UltimateTicTacToeMontecarloAI::simulate(Board board, int const previousMove, int const player) const
{
  int turn = previousMove > 0 ? otherPlayer(board.grids.at(previousMove)) : player;
  GameState state = gameState(board, player);
  Move prev = previousMove;
  while(state == GameState::UNRESOLVED)
  {
    Moves options = movementOptions(board, prev);
    Move option = options.at(qrand() % options.size());
    playMove(board, option, turn);
    turn = otherPlayer(turn);
    state = gameState(board, player);
    prev = option;
  }

  switch(state)
  {
    case GameState::WIN: return 1;
    case GameState::LOSE: return -1;
    default: return 0;
  }
}
int UltimateTicTacToeMontecarloAI::realThink(const UltimateTicTacToeMontecarloAI::Board &board, const int previousMove, const int player) const
{
  //printBoard(board);
  if(maxIterations == 0) {
    Moves options = movementOptions(board, previousMove);
    return options.at(qrand() % options.size());
  }

  //qint64 now = QDateTime::currentMSecsSinceEpoch();
  //qDebug() << "c: " << c << ", maxIterations: " << maxIterations << ", maxChildren: " <<maxChildren;
  Nodes nodes;
  nodes.reserve(maxIterations * maxChildren);
  nodes.append(Node { 0, 1, board, previousMove, -1, Node::Children() });

  int i;
  for(i = 0; i < maxIterations; ++i)
  {
    int leafIndex = select(nodes);
    Node const& leaf = nodes.at(leafIndex);

    GameState leafState = gameState(leaf.board, player);
    if(leafState == GameState::WIN)
    {
/*      qDebug() << "---";
      printBoard(leaf.board);
*/
      break;
    }
    else if(leafState == GameState::LOSE)
    {
      backpropagate(leafIndex, nodes, -10);
    }
    else if(leafState == GameState::TIE)
    {
      backpropagate(leafIndex, nodes, -5);
    }
    else if(leafState == GameState::UNRESOLVED)
    {
      int nodeIndex = expand(leafIndex, nodes, player);

      Node const& node = nodes.at(nodeIndex);
      int score = simulate(node.board,  node.previousMove, player);

      backpropagate(nodeIndex, nodes, score);
    }
  }

  //qDebug() << "Found solution in " << i + 1 << " iterations";
  Node const& root = nodes.at(0);
  int bestChildIndex = pickBestChild(root, nodes, false);
  Node const& bestChild = nodes.at(bestChildIndex);

  //qDebug() << "AI took " << (QDateTime::currentMSecsSinceEpoch() - now) << " ms";

  /*for(int childIndex : root.children)
  {
    Node const& child = nodes.at(childIndex);
    qDebug() << child.previousMove << ":" << child.v << child.n;
  }*/
  //qDebug() << bestChild.previousMove / 9 << bestChild.previousMove %9;
  return bestChild.previousMove;
}