//Alpha Beta
        void Ai()
        {
            _bestMoveSet = null;
            _bestPiece = null;
            _nodeGeneration = 0;
            _maxPruning = 0;
            _minPruning = 0;
            _maxDepth = 0;
            AlphaBetaSearch(_checkerBoard, _currentTurn);
            //If it never found something b/c it was limited in depth
            if (_bestMoveSet == null && _bestPiece == null){

                var randomPiece = Rand.Next(0, _checkerBoard.MovablePieces[_currentTurn].Count - 1);
                var randomMove = Rand.Next(0, _checkerBoard.MoveDict[_checkerBoard.MovablePieces[_currentTurn][randomPiece]].Count - 1);
                _bestMoveSet = _checkerBoard.MoveDict[_checkerBoard.MovablePieces[_currentTurn][randomPiece]][randomMove];
                _bestPiece = _checkerBoard.MovablePieces[_currentTurn][randomPiece];
            }
            _checkerBoard.SelectedPiece = _bestPiece;
            if (_bestPiece != null)
                Console.WriteLine("Moving Piece at Row: {0}, Col: {1}", _bestPiece.Row, _bestPiece.Col);
            if (_bestMoveSet != null)
                Console.WriteLine("{0}", _bestMoveSet.MoveList.ToList());
            Console.WriteLine("Max Depth: {0}", _maxDepth);
            Console.WriteLine("# of Pruning in Max: {0}", _maxPruning);
            Console.WriteLine("# of Pruning in Min: {0}", _minPruning);
            Console.WriteLine("# of Nodes Generated: {0}", _nodeGeneration);
            Console.WriteLine("Time Elapsed: {0}", TimeElapsed);

            if (_selectedParticle != null)
            {
                _selectedParticle.status = ParticleStatus.Dead;
                _selectedParticle = null;
            }
            if (_bestPiece != null)
                _selectedParticle = _particleManager.Spawn(_particleManager.particleSystemInfoDict["fireSmall"], _checkerBoard.GetCenterOfTile(_bestPiece.Row, _bestPiece.Col));

            Thread.Sleep(TimeDelay);
            //Handle the move to that location
            Debug.Assert(_bestMoveSet != null, "bestMove != null");
            _checkerBoard.HandleMove(_bestMoveSet, TimeDelay);

            if (_selectedParticle != null)
            {
                _selectedParticle.status = ParticleStatus.Dead;
                _selectedParticle = null;
            }
        }
        public void HandleInput(GameTime gameTime)
        {
            lastKeyboardState = currentKeyboardState;
            lastGamePadState = currentGamePadState;

            currentKeyboardState = Keyboard.GetState();
            currentGamePadState = GamePad.GetState(PlayerIndex.One);

            // Check for exit.
            if (currentKeyboardState.IsKeyDown(Keys.Escape) ||
                currentGamePadState.Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }

            if (CurrentGameStatus == GameStatus.Setup)
            {

            }
            else if (CurrentGameStatus == GameStatus.InProgress)
            {
                if (Mouse.GetState().LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                {
                    if ((CurrentVsType == VsType.PlayerVsCpu && _currentTurn == PlayerColor) || CurrentVsType == VsType.PlayerVsPlayer)
                    {
                        Vector2 worldPosition = Vector2.Transform(new Vector2(Mouse.GetState().X, Mouse.GetState().Y), Matrix.Invert(_cam.get_transformation(GraphicsDevice)));
                        CheckerTile tile = _checkerBoard.Board.GetCheckerTile(worldPosition);

                        //Handle mouse input for the game if it is player vs player or (player vs cpu if it is the player's turn)
                        if (CurrentVsType == VsType.PlayerVsPlayer || CurrentVsType == VsType.PlayerVsCpu && _currentTurn == PlayerColor)
                        {
                            //Check that the user clicked on a tile
                            if (tile != null)
                            {
                                //User clicked on his own piece
                                var checkerPiece = _checkerBoard.GetCheckerPiece(tile);
                                if ((checkerPiece) != null && checkerPiece.Color == _currentTurn)
                                {
                                    _checkerBoard.SelectedPiece = checkerPiece;
                                    if (_selectedParticle != null)
                                    {
                                        _selectedParticle.status = ParticleStatus.Dead;
                                        _selectedParticle = null;
                                    }
                                    _selectedParticle = _particleManager.Spawn(_particleManager.particleSystemInfoDict["fireSmall"], _checkerBoard.GetCenterOfTile(checkerPiece.Row, checkerPiece.Col));
                                }

                                //If a user has selected a piece and the piece is a movable piece
                                if (_checkerBoard.SelectedPiece != null && _checkerBoard.MovablePieces[_currentTurn].Contains(_checkerBoard.SelectedPiece)
                                    && _checkerBoard.MoveDict.ContainsKey(_checkerBoard.SelectedPiece) && _checkerBoard.MoveDict[_checkerBoard.SelectedPiece].Any(moveSet => moveSet.MoveList.First().Row == tile.Row && moveSet.MoveList.First().Col == tile.Col))
                                {
                                    //Handle the move to that location
                                    _checkerBoard.HandleMove(tile.Row, tile.Col);
                                    if (_selectedParticle != null)
                                    {
                                        _selectedParticle.status = ParticleStatus.Dead;
                                        _selectedParticle = null;
                                    }
                                    //Move to the next turn
                                    _currentTurn = _checkerBoard.NextTurn(_currentTurn);
                                }
                            }
                        }
                    }
                }
            }
        }