Example #1
0
File: Game.cs Project: ditek/AI
 public static double alphabetarate(Game root, int depth, double alpha, double beta, bool player)
 {
     if (depth == 0)
     {
         return(root.calcRating());
     }
     //Max phase
     if (player)
     {
         List <StateTransition> moves = root.getAllMoveStates();
         if (moves.Count == 0)
         {
             return(-100);
         }
         StateTransition selectedMove = moves[0];
         foreach (StateTransition move in moves)
         {
             alpha = Math.Max(alpha, Game.alphabetarate(move.nextState, depth - 1, alpha, beta, !player));
             if (beta <= alpha)
             {
                 break;
             }
         }
         return(alpha);
     }
     //Min phase
     else
     {
         List <Game> rnd = root.getAllRandom();
         foreach (Game g in rnd)
         {
             beta = Math.Min(beta, Game.alphabetarate(g, depth - 1, alpha, beta, !player));
             if (beta <= alpha)
             {
                 break;
             }
         }
         return(beta);
     }
 }
Example #2
0
File: Game.cs Project: ditek/AI
        public static double expectimax(Game root, int depth, bool player)
        {
            double curRating;

            if (depth == 0)
            {
                return(root.calcRating());
            }
            //Max phase
            if (player)
            {
                double maxRating             = 0;
                List <StateTransition> moves = root.getAllMoveStates();
                if (moves.Count == 0)
                {
                    return(-100);
                }
                StateTransition selectedMove = moves[0];
                foreach (StateTransition move in moves)
                {
                    move.rating = Game.expectimax(move.nextState, depth - 1, !player);
                    maxRating   = Math.Max(maxRating, move.rating);
                }
                return(maxRating);
            }
            //Min phase
            else
            {
                double      minRating = 10000;
                double      probability;
                List <Game> rnd = root.getAllRandom();
                foreach (Game g in rnd)
                {
                    probability = (rnd.IndexOf(g) % 2 == 0) ? 0.9F : 0.1F;
                    curRating   = probability * Game.expectimax(g, depth - 1, !player);
                    minRating   = Math.Min(minRating, curRating);
                }
                return(minRating);
            }
        }
Example #3
0
File: Main.cs Project: ditek/AI
        void AI_Step()
        {
            List <StateTransition> moves = oGame.getAllMoveStates();

            if (moves.Count == 0)
            {
                oGame.gameOver = true;
                return;
            }
            StateTransition selectedMove = moves[0];

            //int depth = cboDepth.SelectedIndex;
            foreach (StateTransition move in moves)
            {
                switch (currentAlg)
                {
                case Algorithm.MiniMax:
                    move.rating = Game.minimax(move.nextState, depth, false);
                    break;

                case Algorithm.AlphaBeta:
                    move.rating = Game.alphabetarate(move.nextState, depth, float.MinValue, float.MaxValue, false);
                    break;

                case Algorithm.ExpectiMax:
                    move.rating = Game.expectimax(move.nextState, depth, false);
                    break;
                }

                if (selectedMove.rating < move.rating)
                {
                    selectedMove = move;
                }
            }
            oGame.moveBoard(selectedMove.dir);
            UpdateGame();
        }