Ejemplo n.º 1
0
        private static ValueAndAction MinValue(Board board, Node node, ref int alpha, ref int beta, int depth)
        {
            if (Agent.CutOff(depth))
            {
                node.Value = Agent.Evaluate(node);
                if (node.Value != 0)
                {
                    UnityEngine.Debug.Log(node.ToString() + " at depth= " + depth + " has value = " + node.Value);
                }
                return(new ValueAndAction(node.Value, node.Move));
            }
            int            tempVal    = int.MaxValue;
            ActionFunction tempAction = new ActionFunction();

            Agent.GenerateSuccessors(node);
            foreach (Node child in node.Children)
            {
                board.ExecuteFunction(child.Move);
                var retValAction = MaxValue(board, child, ref alpha, ref beta, depth + 1);
                board.ExecuteFunction(child.Undo);
                if (retValAction.value < tempVal)
                {
                    tempVal    = retValAction.value;
                    tempAction = child.Move;
                    if (retValAction.value <= alpha)
                    {
                        retValAction.action = child.Move;
                        return(retValAction);
                    }
                    beta = Math.Min(beta, retValAction.value);
                }
            }
            return(new ValueAndAction(tempVal, tempAction));
        }
Ejemplo n.º 2
0
 private IEnumerator AITurn(int playerNum) /// AI Controls
 {
     MessageText.text = "";
     //move or choose wall
     playerStatus[playerNum].currentTurn = true;
     playersTurnText.text = "Player " + (playerNum + 1) + "'s Turn!";
     Assets.Scripts.ActionFunction action = MyAgent.NextMove(MainBoard, playerNum); // <- currently has an issue
     if (action.function == null)
     {
         Debug.LogError("Agent action is null. Something is wrong. Agent just skip his move");
         yield break;
     }
     if (action.function.Method.Name == "MovePawn")
     {
         RenderPawnPosition(action.player, action.x, action.y);
     }
     else if (action.function.Method.Name == "PlaceHorizontalWall")
     {
         RenderWall(action.x, action.y, true);
     }
     else if (action.function.Method.Name == "PlaceVerticalWall")
     {
         RenderWall(action.x, action.y, false);
     }
     else
     {
         Debug.LogError("Agent returning a non-supported action");
     }
     MainBoard.ExecuteFunction(action);
     UpdateWallRemTxt(); //Update UI anyway because it doesn't matter
     yield return(null);
 }