public int GetNumberOfAvailableMovesAtPoint(Point point, Move[] possibleMoves, int[,] chessboard, int defaultSquareValue = 0)
        {
            return(possibleMoves.Where(move =>
            {
                var pointAfterMove = move.MovePoint(point);
                var pointIsOnChessboard = ChessboardUtilities.PointIsOnChessboard(pointAfterMove, chessboard);

                return pointIsOnChessboard && chessboard[pointAfterMove.Y, pointAfterMove.X] == defaultSquareValue;
            }).Count());
        }
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        public bool TrySetSquareValue(Point point, char identifier)
        {
            var identifierIndex = AssignIdentifierIndex(identifier);

            var pointIsOnChessboard = ChessboardUtilities.PointIsOnChessboard(point, Chessboard);

            if (pointIsOnChessboard)
            {
                Chessboard[point.Y, point.X] = identifierIndex;
            }

            return(pointIsOnChessboard);
        }
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        public Move ChooseMoveWithLowestAccessibility(int[,] chessboard, Move[] possibleMoves, Point currentPosition)
        {
            bool IsLastSquareOnChessboard(int[,] board, Point point)
            {
                int availableSquareCount = 0;

                for (int row = 0; row < board.GetLength(0); row++)
                {
                    for (int column = 0; column < board.GetLength(1); column++)
                    {
                        if (board[column, row] == 0)
                        {
                            availableSquareCount++;
                        }
                    }
                }

                return(availableSquareCount == 1);
            }

            MoveAccessiblity GetMoveAccessiblity(Move move, Point point)
            {
                var pointAfterMove = move.MovePoint(point);

                if (!ChessboardUtilities.PointIsOnChessboard(pointAfterMove, chessboard) || chessboard[pointAfterMove.Y, pointAfterMove.X] != 0)
                {
                    return(null);
                }

                var moveAccessbility = new MoveAccessiblity(move, AccessibilityService.GetNumberOfAvailableMovesAtPoint(pointAfterMove, possibleMoves, chessboard));

                // We want to ignore moves that will end the game, until the move is the very last move of the game
                if (!IsLastSquareOnChessboard(chessboard, pointAfterMove) && moveAccessbility.Accesibility == 0)
                {
                    return(null);
                }

                return(moveAccessbility);
            }

            var lowestMoveAccessiblityGroup =
                possibleMoves
                .Select(move => GetMoveAccessiblity(move, currentPosition))
                .Where(mA => mA != null)
                .GroupBy(mA => mA.Accesibility)
                .OrderBy(mAGroup => mAGroup.Key)
                .FirstOrDefault();

            if (lowestMoveAccessiblityGroup?.Count() == 1)
            {
                return(lowestMoveAccessiblityGroup.FirstOrDefault()?.Move);
            }

            var lowestMoveAccessibility = lowestMoveAccessiblityGroup?.Min(mA =>
            {
                var pointAfterMove = mA.Move.MovePoint(currentPosition);
                // Set new point square to non default value, so that accessibility does not pick up one extra available move
                chessboard[pointAfterMove.Y, pointAfterMove.X] = 10;

                mA.Accesibility = possibleMoves.Min(move => GetMoveAccessiblity(move, pointAfterMove)).Accesibility;
                // Reset new point square value
                chessboard[pointAfterMove.Y, pointAfterMove.X] = 0;
                return(mA);
            });

            return(lowestMoveAccessibility?.Move);
        }