private double ScoreOpponentState(IGameTree <MOVE> state, int ply, double minimum, double maximum)
        {
            Debug.Assert(ply >= 0);
            Debug.Assert(!state.IsAITurn);

            if (ply == 0 || state.ValidMoves.Count == 0)
            {
                return(state.Score);
            }
            else
            {
                var worst = double.PositiveInfinity;

                foreach (var validMove in state.ValidMoves)
                {
                    var successorState      = state.MakeMove(validMove);
                    var successorStateScore = ScoreState(successorState, ply - 1, minimum, worst);

                    if (successorStateScore < worst)
                    {
                        worst = successorStateScore;

                        if (worst <= minimum)
                        {
                            return(worst);
                        }
                    }
                }

                return(worst);
            }
        }
Exemple #2
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        public MOVE GetBestMove(IGameTree <MOVE> state)
        {
            if (!state.IsAITurn)
            {
                throw new InvalidOperationException("It is not the AI's turn");
            }
            else if (state.ValidMoves.Count == 0)
            {
                throw new InvalidOperationException("No valid moves");
            }
            else
            {
                var best      = default(MOVE);
                var bestScore = double.NegativeInfinity;

                foreach (var move in state.ValidMoves)
                {
                    var successorState      = state.MakeMove(move);
                    var successorStateScore = ScoreState(successorState, this._ply - 1);

                    if (successorStateScore > bestScore)
                    {
                        best      = move;
                        bestScore = successorStateScore;
                    }
                }

                return(best);
            }
        }
        private double ScoreAIState(IGameTree <MOVE> state, int ply, double minimum, double maximum)
        {
            Debug.Assert(ply >= 0);
            Debug.Assert(state.IsAITurn);

            if (state.ValidMoves.Count == 0)
            {
                return(state.Score);
            }
            else
            {
                var best = double.NegativeInfinity;

                foreach (var validMove in state.ValidMoves)
                {
                    var successorState      = state.MakeMove(validMove);
                    var successorStateScore = ScoreState(successorState, ply - 1, best, maximum);

                    if (successorStateScore > best)
                    {
                        best = successorStateScore;

                        if (best >= maximum)
                        {
                            return(best);
                        }
                    }
                }

                return(best);
            }
        }
Exemple #4
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        private double ScoreOpponentState(IGameTree <MOVE> state, int ply)
        {
            Debug.Assert(ply >= 0);
            Debug.Assert(!state.IsAITurn);

            if (ply == 0 || state.ValidMoves.Count == 0)
            {
                return(state.Score);
            }
            else
            {
                return(state.ValidMoves.Min(move => ScoreState(state.MakeMove(move), ply - 1)));
            }
        }