Example #1
0
        protected static bool ImmediateBlock(Piece inPiece, TicTacToeBoard inBoard, ref ushort bestMove)
        {
            Piece p = (inPiece.Value == Piece.PieceValue.X) ? new Piece(Piece.PieceValue.X) : new Piece(Piece.PieceValue.O);

            for (ushort i = 0; i < inBoard.Length; ++i)
            {
                // create a clone of the current board
                TicTacToeBoard tempBoard = new TicTacToeBoard(inBoard);

                tempBoard.Place(p, i);

                if (tempBoard.Win(p.Value))
                {
                    bestMove = i;
                    return(true);
                }
            }

            return(false);
        }
Example #2
0
        protected static bool ImmediateWin(Piece inPiece, TicTacToeBoard inBoard, ref ushort bestMove)
        {
            for (ushort i = 0; i < inBoard.Length; ++i)
            {
                // create a clone of the current board
                TicTacToeBoard tempBoard = new TicTacToeBoard(inBoard);

                // place a piece on each sqaure in the new board
                tempBoard.Place(inPiece, i);

                // and see if it results in an immediate win
                if (tempBoard.Win(inPiece.Value))
                {
                    bestMove = i;
                    return(true);
                }
            }

            return(false);
        }
Example #3
0
        protected static MoveStrategy LookAhead(Piece inPiece, TicTacToeBoard inBoard, ref ushort bestMove)
        {
            // unused dummy value to seend the algorithm
            ushort aDummy = 0;
            // temporary strategy
            MoveStrategy aResponse;
            // the strategy to return
            MoveStrategy outValue = (inPiece.Value == Piece.PieceValue.X) ? MoveStrategy.OWin - 1 : MoveStrategy.XWin + 1;

            // first check to see if the game is a draw
            if (inBoard.Full())
            {
                outValue = MoveStrategy.Draw;
            }
            // return any move that results in an immediate win
            else if (Computer.ImmediateWin(inPiece, inBoard, ref bestMove))
            {
                outValue = (inPiece.Value == Piece.PieceValue.X) ? MoveStrategy.XWin : MoveStrategy.OWin;
            }
            // return any move that will result in blocking the other player from an immediate win on his next turn
            else if (Computer.ImmediateBlock(inPiece, inBoard, ref bestMove))
            {
                outValue = (inPiece.Value == Piece.PieceValue.X) ? MoveStrategy.XBlock : MoveStrategy.OBlock;
            }
            // no immediate wins so look for a promising move
            else
            {
                for (ushort i = 0; i < inBoard.Length; ++i)
                {
                    if (!inBoard.At(i))
                    {
                        inBoard.Place(inPiece, i);

                        // swap pieces and go down a move
                        Piece aPiece = (inPiece.Value == Piece.PieceValue.X)  ? new Piece(Piece.PieceValue.O) : new Piece(Piece.PieceValue.X);

                        // call look ahead recursively with a copy of the board each time
                        aResponse = LookAhead(aPiece, new TicTacToeBoard(inBoard), ref aDummy);

                        // determine the best move
                        switch (inPiece.Value)
                        {
                        case Piece.PieceValue.X:
                            if (aResponse > outValue)
                            {
                                outValue = aResponse;
                                bestMove = i;
                            }
                            break;

                        case Piece.PieceValue.O:
                            if (aResponse < outValue)
                            {
                                outValue = aResponse;
                                bestMove = i;
                            }
                            break;

                        default:
                            break;
                        } // end switch
                    }     // end if
                }         // end for loop
            }             // end else

            // return the best move strategy
            return(outValue);
        }