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Two minor fixes. The first fixes boundary checks when playing a move. The second fixes move generation in the minmax algorithm.

If the connect board has more than 5 columns moves past the 4th column
couldn't be played.
Eg. if the connect board has 6 columns play_move(5) should be legal
since there is a 5th column.
The previous code worked because of a fluke that connect.board_size_y+1
equaled connect.board_size_x. The height of a connect board has no
bearing on the possible moves, only the width does.
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