Beispiel #1
0
        public static void TestMinMax(OthelloGame _myGame, int minimaxDepth = 3)
        {
            const int testCount = 100;

            object wonGamesLock = new object();
            int    wonGames     = 0;
            object tieGamesLock = new object();
            int    tieGames     = 0;

            var stopwatch = Stopwatch.StartNew();

            //Parallel.For(0, testCount, new ParallelOptions { MaxDegreeOfParallelism = Environment.ProcessorCount },index =>
            //{
            for (int index = 0; index < testCount; index++)
            {//non-parallel for loop to debug
                BoardStates player = (index % 2 == 0) ? BoardStates.black : BoardStates.white;

                OthelloGame testGame     = new OthelloGame();
                MinMaxAgent othelloAgent = new MinMaxAgent(2);
                RandomAgent randAgent    = new RandomAgent();
                while (!testGame.GameComplete)
                {
                    if (testGame.WhosTurn == player)
                    {
                        testGame.MakeMove(othelloAgent.MakeMove(testGame, player));
                    }
                    else
                    {
                        testGame.MakeMove(randAgent.MakeMove(testGame, ~player));
                    }
                }
                if (testGame.GameComplete)//just gotta check
                {
                    if (testGame.FinalWinner == player)
                    {
                        lock (wonGamesLock) { wonGames++; }
                    }
                    else if (testGame.FinalWinner == BoardStates.empty)
                    {
                        lock (tieGamesLock) { tieGames++; }
                    }
                    Console.WriteLine("Finished Game " + index + ", " + testGame.FinalWinner.ToString()
                                      + " won " + testGame.GetPieceCount(testGame.FinalWinner) + " to "
                                      + testGame.GetPieceCount(OthelloGame.OpposingPlayer(testGame.FinalWinner)));;
                }
                else
                {
                    throw new Exception("MiniMax Testing didn't complete a game");
                }
            }

            //});
            stopwatch.Stop();
            Console.WriteLine("Won " + wonGames + " / " + testCount + " games, " + ((double)wonGames / testCount) * 100 + " %");
            Console.WriteLine("Tied " + tieGames + " / " + testCount + " games, " + ((double)tieGames / testCount) * 100 + " %");
            Console.WriteLine("Lost " + (testCount - wonGames - tieGames) + " / " + testCount + " games, " + ((double)(testCount - wonGames - tieGames) / testCount) * 100 + " %");
            Console.WriteLine("Elapsed time for games : {0}", stopwatch.Elapsed);
        }
Beispiel #2
0
        private byte[] PredictBestMove(int depth, OthelloGame game, BoardStates player)
        {
            byte[]        bestMove = new byte[] { byte.MaxValue, byte.MaxValue };
            List <byte[]> moves    = game.GetPossiblePlayList();

            double bestScore = int.MinValue + 1;

            if (game.GetPieceCount(BoardStates.empty) > 58)//first two moves, don't compute
            {
                return(OpeningMove(player, game));
            }
            else if (moves.Count == 1) //don't compute if there is only 1 move
            {
                return(moves[0]);
            }

            foreach (byte[] move in moves)
            {
                OthelloGame testGame = game.DeepCopy();
                testGame.MakeMove(move);
                double thisScore = MinimaxAlphaBeta(testGame, depth - 1, double.MinValue, double.MaxValue, player);
                if (thisScore > bestScore)
                {
                    bestScore = thisScore;
                    bestMove  = move;
                }
            }
            return(bestMove);
        }
Beispiel #3
0
        private double MinimaxAlphaBeta(OthelloGame board, int depth, double a, double b, BoardStates player)// bool isMaxPlayer)
        {
            // The heart of our AI. Minimax algorithm with alpha-beta pruning to speed up computation.
            // Higher search depths = greater difficulty.
            //from oliverzh200/reversi https://github.com/oliverzh2000/reversi

            if (depth == 0 || board.GameComplete)
            {
                return(HeuristicEval(player, board));
            }
            double        bestScore  = double.MinValue;
            List <byte[]> validMoves = board.GetPossiblePlayList();

            if (validMoves.Count > 0)
            {
                foreach (byte[] move in validMoves)
                {
                    OthelloGame childBoard = board.DeepCopy();
                    childBoard.MakeMove(move);
                    double nodeScore = MinimaxAlphaBeta(childBoard, depth - 1, a, b, player);

                    bestScore = Math.Max(bestScore, nodeScore);
                    a         = Math.Max(bestScore, a);

                    if (b <= a) //Prune
                    {
                        break;
                    }
                }
            }
            else
            {
                return(MinimaxAlphaBeta(board, depth, a, b, player));
            }
            return(bestScore);
        }
Beispiel #4
0
        private byte[] PredictBestMove(int depth, OthelloGame game, BoardStates player)
        {
            byte[]        bestMove = new byte[] { byte.MaxValue, byte.MaxValue };
            List <byte[]> moves    = game.GetPossiblePlayList();

            double bestScore = int.MinValue + 1;

            foreach (byte[] move in moves)
            {
                OthelloGame testGame = game.DeepCopy();
                testGame.MakeMove(move);
                double thisScore = MinimaxAlphaBeta(testGame, depth - 1, double.MinValue, double.MaxValue, player);
                if (thisScore > bestScore)
                {
                    bestScore = thisScore;
                    bestMove  = move;
                }
            }
            if ((bestMove[0] == byte.MaxValue || bestMove[1] == byte.MaxValue) && moves.Count > 0)
            {//All moves are valued at -inf, return one of em
                return(moves[0]);
            }
            return(bestMove);
        }