Example #1
0
        // this is the wrapper function for the recursive alpha-beta bestmove function.
        // this is an iterative deepening going 2 ply deeper if there's still time to search
        public GameNode BestMove(EvalSettings EvalSettings)
        {
            Console.WriteLine("BestMove Start");
            GameNode best = null;

            MyEvalSettings       = EvalSettings;
            this.MyHitTimeCutoff = false;

            for (int Depth = 2; Depth <= this.Depth; Depth++)
            {
                Console.WriteLine("BestMove Depth: " + Depth.ToString());
                GameNode temp;
                temp = this.BestMove(this.MyBoard, Depth, EvalSettings.WorstScore, EvalSettings.BestScore, true);
                if (temp != null && temp.Move != null)
                {
                    if (best != null)
                    {
                        best.Dispose();
                    }
                    best = temp;
                }
                else if (temp == null)
                {
                    break;
                }
            }

            Console.WriteLine("BestMove End");
            return(best);
        }
Example #2
0
        private int EvalThree(EvalSettings Evals)
        {
            Player opponent = (MyPlayerTurn == Player.White) ? Player.Black : Player.White;

            int ret = 0;

            // a board in which I lose is the worst!  we can stop right here.
            if (this.HasWon(opponent))
            {
                return(Evals.WorstScore);
            }

            // give me points for each piece I have captured
            for (int i = 9; i > (this.MyPlaced[(int)opponent] + MyUnplaced[(int)opponent]); i--)
            {
                ret += Evals.CapturedPiece;
            }

            // a board that gives me an opportunity to form a mill is good
            ret += (Evals.MillFormable * this.CountMills(Player.Neutral, MyPlayerTurn));

            // give me points for each mill I blocked
            ret += (Evals.MillBlocked * this.CountMills(this.MyPlayerTurn, opponent));

            return(ret);
        }
Example #3
0
        // function to perform a computer move on the board
        public Move ComputerMove(EvalSettings EvalSettings, EvaluationBoardDelegate EvalBoardDelegate)
        {
            Move ret = null;

            MyEvalBoardDelegate = EvalBoardDelegate;
            Console.WriteLine("Determining computer's move...");
            Move.OurMovesGenerated = 0;

            GameNode gameNode = BestMove(EvalSettings);

            if (gameNode == null)
            {
                if (this.MyBoard.HasWon(Player.Black))
                {
                    Console.WriteLine("Black has won!");
                }
                else if (this.MyBoard.HasWon(Player.White))
                {
                    Console.WriteLine("White has won!");
                }
                // this next bit is because we didn't find a move.  I'm guessing it's because we're only a move or two away
                // from losing.  So get the list of moves and just toss out the first one.
                else
                {
                    Console.WriteLine("No best move found. You may be about to win!");
                    Move[] moveList = this.MyBoard.GetMoves();

                    if (moveList[0] != null)
                    {
                        this.MyBoard.Move(moveList[0]);
                        ret = moveList[0];
                        for (int i = 0; moveList[i] != null && i < Board.MAX_MOVES; i++)
                        {
                            moveList[i].Dispose();
                        }
                    }
                    else
                    {
                        ret = null;
                    }
                    // Delete
                    moveList = null;
                }
            }
            else
            {
                Console.WriteLine("Score: {0}", gameNode.Score);
                this.MyBoard.Move(gameNode.Move);
                ret = gameNode.Move;
            }
            return(ret);
        }
Example #4
0
        /// <summary>
        /// Evaluation test by evaluation settings.
        /// </summary>
        /// <param name="Evals">Evaluation settings</param>
        /// <returns>Stage depth</returns>
        private int EvalOne(EvalSettings Evals)
        {
            Player opponent = (MyPlayerTurn == Player.White) ? Player.Black : Player.White;

            int ret = 0;

            //// a board that gives me an opportunity to form a mill is good
            //ret+= (Evals.MillFormable*this.CountMills(GameController::NEUTRAL, MyPlayerTurn));
            //// give me points for each mill I have
            //ret+= (Evals.mill_formed*this.CountMills(MyPlayerTurn, MyPlayerTurn));
            // give me points for each mill I blocked
            ret += (Evals.MillBlocked * this.CountMills(MyPlayerTurn, opponent));

            // give me points for each piece I have on the board.  I get points for range of movement
            // this is specific for stage one
            for (int i = 0; i < 24; i++)
            {
                if (MyPositions[i].Player == MyPlayerTurn)
                {
                    if (this.MyPositions[i].Up != null)
                    {
                        ret += Evals.AdjacentSpot;
                    }
                    if (this.MyPositions[i].Down != null)
                    {
                        ret += Evals.AdjacentSpot;
                    }
                    if (this.MyPositions[i].Left != null)
                    {
                        ret += Evals.AdjacentSpot;
                    }
                    if (this.MyPositions[i].Right != null)
                    {
                        ret += Evals.AdjacentSpot;
                    }
                }
            }
            // give me points for each piece I have captured
            for (int i = 9; i > (MyPlaced[(int)opponent] + MyUnplaced[(int)opponent]); i--)
            {
                ret += Evals.CapturedPiece;
            }
            // take away points for each piece my opponent has captured
            for (int i = 9; i > (MyPlaced[(int)this.MyPlayerTurn] + MyUnplaced[(int)this.MyPlayerTurn]); i--)
            {
                ret += Evals.LostPiece;
            }
            // take away points for each mill my opponent has formed
            ret += (Evals.MillOpponent * this.CountMills(opponent, opponent));
            return(ret);
        }
Example #5
0
 /// <summary>
 /// Evaluation test
 /// </summary>
 /// <param name="Evals">By evaluation settings</param>
 /// <returns>Stage depth</returns>
 private int EvalTest(EvalSettings Evals)
 {
     if (this.GetStage() == GameState.One)
     {
         return(this.EvalOneTest(Evals));
     }
     else if (this.GetStage() == GameState.Two)
     {
         return(this.EvalTwoTest(Evals));
     }
     else
     {
         return(this.EvalThreeTest(Evals));
     }
 }
Example #6
0
 /// <summary>
 /// Evaluate the move by the evaluation settings.
 /// </summary>
 /// <param name="Evals"></param>
 /// <returns></returns>
 public int Evaluate(EvalSettings Evals)
 {
     if (this.GetStage() == GameState.One)
     {
         return(this.EvalOne(Evals));
     }
     else if (this.GetStage() == GameState.Two)
     {
         return(this.EvalTwo(Evals));
     }
     else
     {
         return(this.EvalThree(Evals));
     }
 }
Example #7
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="Evals">Evaluation settings.</param>
        /// <returns></returns>
        private int EvalOneTest(EvalSettings Evals)
        {
            Player opponent = (MyPlayerTurn == Player.White) ? Player.Black : Player.White;

            int ret = 0;

            // give me points for each piece I have on the board.  I get points for range of movement
            // this is specific for stage one
            for (int i = 0; i < 24; i++)
            {
                if (MyPositions[i].Player == MyPlayerTurn)
                {
                    if (MyPositions[i].Up != null)
                    {
                        ret += Evals.AdjacentSpot;
                    }
                    if (MyPositions[i].Down != null)
                    {
                        ret += Evals.AdjacentSpot;
                    }
                    if (MyPositions[i].Left != null)
                    {
                        ret += Evals.AdjacentSpot;
                    }
                    if (MyPositions[i].Right != null)
                    {
                        ret += Evals.AdjacentSpot;
                    }
                }
            }

            // give me points for each piece I have captured
            for (int i = 9; i > (MyPlaced[(int)opponent] + MyUnplaced[(int)opponent]); i--)
            {
                ret += Evals.CapturedPiece;
            }

            // take away points for each piece my opponent has captured
            for (int i = 9; i > (MyPlaced[(int)this.MyPlayerTurn] + MyUnplaced[(int)this.MyPlayerTurn]); i--)
            {
                ret += Evals.LostPiece;
            }

            return(ret);
        }
Example #8
0
 private int EvalThreeTest(EvalSettings Evals)
 {
     //GameController::Player opponent = (MyPlayerTurn == GameController::WHITE) ? GameController::BLACK : GameController::WHITE;
     //int ret = 0;
     //// a board in which I lose is the worst!  we can stop right here.
     //if (hasWon(opponent))
     //	return Evals.worst_score;
     //// a board in which I win is great!
     //if (hasWon(MyPlayerTurn))
     //	return Evals.best_score;
     //// give me points for each piece I have captured
     //for (int i = 9; i > (MyPlaced[opponent] + MyUnplaced[opponent]); i--)
     //	ret+= Evals.CapturedPiece;
     //// take away points for each piece my opponent has captured
     //for (int i = 9; i > (MyPlaced[MyPlayerTurn] + MyUnplaced[MyPlayerTurn]); i--)
     //	ret+= Evals.LostPiece;
     //return ret;
     return(this.EvalOne(Evals));
 }
Example #9
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="timeLimit">Tieme limit for work.</param>
 public GameController(int TimeLimit, byte Depth)
 {
     this.MyTimeLimit    = TimeLimit;
     this.MyEvalSettings = new EvalSettings();
     this.Depth          = Depth;
 }
Example #10
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="Evals"></param>
        /// <returns></returns>
        private int EvalTwo(EvalSettings Evals)
        {
            Player opponent = (MyPlayerTurn == Player.White) ? Player.Black : Player.White;

            int ret = 0;

            // a board in which I lose is the worst!  we can stop right here.
            if (this.HasWon(opponent))
            {
                return(Evals.WorstScore);
            }

            // a board in which I win is the best!
            if (this.HasWon(this.MyPlayerTurn))
            {
                return(Evals.BestScore);
            }

            // give me points for each piece I have captured
            for (int i = 9; i > (this.MyPlaced[(int)opponent] + MyUnplaced[(int)opponent]); i--)
            {
                ret += Evals.CapturedPiece;
            }

            // take away points for each piece my opponent has captured
            for (int i = 9; i > (MyPlaced[(int)this.MyPlayerTurn] + MyUnplaced[(int)this.MyPlayerTurn]); i--)
            {
                ret += Evals.LostPiece;
            }

            // a board that gives me an opportunity to form a mill is good
            ret += (Evals.MillFormable * this.CountMills(Player.Neutral, this.MyPlayerTurn));

            // give me points for each mill I have
            ret += (Evals.MillFormed * this.CountMills(this.MyPlayerTurn, this.MyPlayerTurn));

            // take away points for each mill my opponent has formed
            ret += (Evals.MillOpponent * this.CountMills(opponent, opponent));

            // give me points for each spot of my opponent that is blocked
            for (int i = 0; i < 24; i++)
            {
                if (MyPositions[i].Player == opponent)
                {
                    bool blocked = true;
                    if (MyPositions[i].Up != null && MyPositions[i].Up.Player == Player.Neutral)
                    {
                        blocked = false;
                    }
                    else if (MyPositions[i].Down != null && MyPositions[i].Down.Player == Player.Neutral)
                    {
                        blocked = false;
                    }
                    else if (MyPositions[i].Left != null && MyPositions[i].Left.Player == Player.Neutral)
                    {
                        blocked = false;
                    }
                    else if (MyPositions[i].Right != null && MyPositions[i].Right.Player == Player.Neutral)
                    {
                        blocked = false;
                    }
                    if (blocked)
                    {
                        ret += Evals.BlockedOpponentSpot;
                    }
                }
            }

            return(ret);
        }