Example #1
0
        // Recursive part of iterative deepening
        private Tuple<Move, bool> RecursiveIterativeDeepening(State state, int depth, double alpha, double beta, int timeLimit, Stopwatch timer, Deck deck)
        {
            Move bestMove;
            if (depth == 0 || state.IsGameOver())
            {
                if (state.Player == GameEngine.PLAYER)
                {
                    bestMove = new PlayerMove(); // default constructor creates dummy action
                    bestMove.Score = AI.Evaluate(state);
                    return new Tuple<Move, Boolean>(bestMove, true);
                }
                else if (state.Player == GameEngine.COMPUTER)
                {
                    bestMove = new ComputerMove(); // default constructor creates dummy action
                    bestMove.Score = AI.Evaluate(state);
                    return new Tuple<Move, Boolean>(bestMove, true);
                }
                else
                {
                    throw new Exception();
                }
            }
            if (state.Player == GameEngine.PLAYER){

                bestMove = new PlayerMove();
                double highestScore = Double.MinValue, currentScore = Double.MinValue;

                List<Move> moves = state.GetAllMoves();

                foreach (Move move in moves)
                {
                    State resultingState = state.ApplyMove(move);
                    currentScore = RecursiveIterativeDeepening(resultingState, depth - 1, alpha, beta, timeLimit, timer, deck).Item1.Score;
                    if (currentScore > highestScore)
                    {
                        highestScore = currentScore;
                        bestMove = (PlayerMove)move;
                    }
                    alpha = Math.Max(alpha, highestScore);
                    if (beta <= alpha)
                        break;
                    if (timer.ElapsedMilliseconds > timeLimit)
                    {
                        bestMove.Score = highestScore;
                        return new Tuple<Move, Boolean>(bestMove, false); // recursion not completed, return false
                    }
                }

                bestMove.Score = highestScore;
                return new Tuple<Move, Boolean>(bestMove, true);
            }
            else
            {
                bestMove = new ComputerMove();
                double lowestScore = Double.MaxValue, currentScore = Double.MaxValue;

                List<Move> moves = null;
                if (depth == definedDepth - 1)
                {
                    int nextCard = game.nextCard;
                    moves = state.GetAllComputerMoves(nextCard);
                }
                else
                {
                    if (deck.IsEmpty()) deck = new Deck();
                    moves = state.GetAllComputerMoves(deck);
                }

                foreach (Move move in moves)
                {
                    deck.Remove(((ComputerMove)move).Card);
                    State resultingState = state.ApplyMove(move);
                    currentScore = RecursiveIterativeDeepening(resultingState, depth - 1, alpha, beta, timeLimit, timer, deck).Item1.Score;
                    if (currentScore < lowestScore)
                    {
                        lowestScore = currentScore;
                        bestMove = (ComputerMove)move;
                    }
                    beta = Math.Min(beta, lowestScore);
                    if (beta <= alpha)
                        break;
                    deck.Add(((ComputerMove)move).Card);
                    if (timer.ElapsedMilliseconds > timeLimit)
                    {
                        bestMove.Score = lowestScore;
                        return new Tuple<Move, Boolean>(bestMove, false); // recursion not completed, return false
                    }
                }
                bestMove.Score = lowestScore;
                return new Tuple<Move, Boolean>(bestMove, true);
            }
        }
Example #2
0
        // MIN part of Minimax
        Move Min(State state, int depth, double alpha, double beta)
        {
            ComputerMove bestMove = new ComputerMove();
            double lowestScore = Double.MaxValue, currentScore = Double.MaxValue;

            List<Move> moves = null;
            if (depth == definedDepth - 1)
            {
                int nextCard = game.nextCard;
                moves = state.GetAllComputerMoves(nextCard);
            }
            else
            {
                if (deck.IsEmpty()) deck = new Deck();
                moves = state.GetAllComputerMoves(deck);
            }

            foreach (Move move in moves)
            {
                deck.Remove(((ComputerMove)move).Card);
                State resultingState = state.ApplyMove(move);
                currentScore = MinimaxAlgorithm(resultingState, depth - 1, alpha, beta, deck).Score;
                if (currentScore < lowestScore)
                {
                    lowestScore = currentScore;
                    bestMove = (ComputerMove)move;
                }
                beta = Math.Min(beta, lowestScore);
                if (beta <= alpha)
                    break;
                deck.Add(((ComputerMove)move).Card);
            }
            bestMove.Score = lowestScore;
            return bestMove;
        }
Example #3
0
 // Classic Minimax using alpha-beta pruning
 private Move MinimaxAlgorithm(State state, int depth, double alpha, double beta, Deck deck)
 {
     Move bestMove;
     if (depth == 0 || state.IsGameOver())
     {
         if (state.Player == GameEngine.PLAYER)
         {
             bestMove = new PlayerMove(); // default constructor creates dummy action
             bestMove.Score = AI.Evaluate(state);
             return bestMove;
         }
         else if (state.Player == GameEngine.COMPUTER)
         {
             bestMove = new ComputerMove(); // default constructor creates dummy action
             bestMove.Score = AI.Evaluate(state);
             return bestMove;
         }
         else
         {
             throw new Exception();
         }
     }
     if (state.Player == GameEngine.PLAYER)
         return Max(state, depth, alpha, beta);
     else
         return Min(state, depth, alpha, beta);
 }
Example #4
0
        // Generates a new card on the board
        private void GenerateNewCard()
        {
            int numTiles = 0;

            int card = 0;
            if (nextIsBonus)
            {
                List<int> possibleBonusCards = currentState.GeneratePossibleBonusCards();
                card = possibleBonusCards[random.Next(0, possibleBonusCards.Count)];
                numTiles = possibleBonusCards.Count * currentState.columnsOrRowsWithMovedTiles.Count;
            }
            else
            {
                card = deck.DealCard();
                numTiles = currentState.columnsOrRowsWithMovedTiles.Count * 3;
            }

            // decide on position to put new tile
            int row = 0, column = 0;
            int index = random.Next(0, currentState.columnsOrRowsWithMovedTiles.Count); // random index of list of possible rows/columns

            if (((PlayerMove)currentState.GeneratingMove).Direction == DIRECTION.LEFT)
            {
                row = currentState.columnsOrRowsWithMovedTiles[index];
                column = 3; // right-most column
            }
            else if (((PlayerMove)currentState.GeneratingMove).Direction == DIRECTION.RIGHT)
            {
                row = currentState.columnsOrRowsWithMovedTiles[index];
                column = 0; // left-most column
            }
            else if (((PlayerMove)currentState.GeneratingMove).Direction == DIRECTION.UP)
            {
                column = currentState.columnsOrRowsWithMovedTiles[index];
                row = 0; // down-most row
            }
            else if (((PlayerMove)currentState.GeneratingMove).Direction == DIRECTION.DOWN)
            {
                column = currentState.columnsOrRowsWithMovedTiles[index];
                row = 3; // up-most row
            }
            currentState.Grid[column][row] = card;

            ComputerMove move = new ComputerMove(card, new Tuple<int, int>(column, row));
            currentState.GeneratingMove = move;
        }