public override int PlayGame(RolloutGame game, int alpha, int beta, int depthLimit, string command)
        {
            string playCommand = command;

            if (game.reachedDepthLimit(depthLimit) || game.isGameOver())
            {
                return(game.evalGame());
            }

            if (string.IsNullOrEmpty(command))
            {
                Random        rnd = new Random(Guid.NewGuid().GetHashCode());
                List <string> possiblePlays;
                switch (game.getGameState())
                {
                case GameStates.ACCUSE:
                    possiblePlays = game.getPossibleAccuses(playerName);
                    playCommand   = possiblePlays[rnd.Next(possiblePlays.Count)];
                    break;

                case GameStates.KILL:
                    if (character.canKill())
                    {
                        possiblePlays = game.getPossibleAccuses(playerName);
                        playCommand   = possiblePlays[rnd.Next(possiblePlays.Count)];
                    }
                    break;

                case GameStates.HEAL:
                    if (character.canHeal())
                    {
                        possiblePlays = game.getPossibleHeals(playerName);
                        playCommand   = possiblePlays[rnd.Next(possiblePlays.Count)];
                    }
                    break;

                case GameStates.TALK:
                    if (character.canHeal())
                    {
                        possiblePlays = InfoSet.getPossibleTalks().Select(x => x.Key).ToList();
                        playCommand   = possiblePlays[rnd.Next(possiblePlays.Count)];
                    }
                    break;

                case GameStates.QUESTION:
                    possiblePlays = game.getPossibleQuestions(playerName);
                    playCommand   = possiblePlays[rnd.Next(possiblePlays.Count)];
                    break;

                default:
                    playCommand = "pass";
                    break;
                }
            }

            RolloutGame playGame = game.Copy();

            playGame.applyMove(playCommand);
            int moveValue = playGame.getNextPlayer().PlayGame(playGame, alpha, beta, depthLimit);

            return(moveValue);
        }
Example #2
0
        public override int PlayGame(RolloutGame game, int alpha, int beta, int depthLimit, string command)
        {
            //int v = Int16.MinValue;
            List <string> possiblePlays = new List <string>()
            {
                ""
            };
            int v = Int16.MinValue;

            if (game.reachedDepthLimit(depthLimit) || game.isGameOver())
            {
                return(game.evalGame());
            }

            if (string.IsNullOrEmpty(command))
            {
                switch (game.getGameState())
                {
                case GameStates.ACCUSE:
                    possiblePlays = game.getPossibleAccuses(playerName);
                    break;

                case GameStates.KILL:
                    if (character.canKill())
                    {
                        possiblePlays = game.getPossibleKills(playerName);
                    }
                    break;

                case GameStates.HEAL:
                    if (character.canHeal())
                    {
                        possiblePlays = game.getPossibleHeals(playerName);
                    }
                    break;

                case GameStates.QUESTION:
                    if (character.canQuestion())
                    {
                        possiblePlays = game.getPossibleQuestions(playerName);
                    }
                    break;

                case GameStates.TALK:
                    possiblePlays = InfoSet.getPossibleTalks().Select(x => x.Key).ToList();
                    break;

                default:
                    possiblePlays.Add("pass");
                    break;
                }
            }
            else
            {
                possiblePlays[0] = command;
            }

            foreach (string playCommand in possiblePlays)
            {
                RolloutGame playGame = game.Copy();

                playGame.applyMove(playCommand);
                int moveValue = playGame.getNextPlayer().PlayGame(playGame, alpha, beta, depthLimit);

                if (moveValue > v)
                {
                    v = moveValue;
                }

                if (v >= beta)
                {
                    return(v);
                }

                if (v > alpha)
                {
                    alpha = v;
                }
            }

            return(v);
        }