Exemple #1
0
        /// <summary>
        /// MaxN Algorithm
        /// </summary>
        /// <param name="position">Root position</param>
        /// <param name="player">Player to evaluate</param>
        /// <param name="currentPlyDepth">Depth to evaluate at</param>
        private Vector4 MaxNAlgorithm(PlySearch s)
        {
            if (ShouldStop())
            {
                return(Vector4.Zero);
            }

            List <PositionNode> children = board.GetNodes(s.Value, s.CurrentPlayer);

            if (children.Count == 0 || s.CurrentPlyDepth == 0)
            {
                Vector4 baseEval = eval.Evaluate(s.Value, s.RolledDoubles ? s.CurrentPlayer : Board.NO_PLAYER);
                return(Vector4.Multiply(baseEval, s.EvalWeight));
            }

            Nodes += children.Count;

            Vector4 best = MaxNAlgorithm(s.Next(children[0]));

            for (int i = 1; i < children.Count; i++)
            {
                Vector4 curr = MaxNAlgorithm(s.Next(children[i]));
                if (curr.GetMagnitude(s.RootPlayer) > best.GetMagnitude(s.RootPlayer))
                {
                    Best = children[i];

                    this.currentEvaluation = curr;
                    best = curr;
                }
            }
            return(best);
        }
        /// <summary>
        /// Gets the next target search
        /// </summary>
        /// <param name="current">Next Node</param>
        public PlySearch Next(PositionNode current)
        {
            sbyte nextPlayer = board.NextPlayer(CurrentPlayer);

            PlySearch next = new PlySearch(board, current, RootPlayer, nextPlayer, CurrentPlyDepth - 1);

            next.NextDepth = next.CurrentPlyDepth - 1;

            if (current.RolledDoubles)
            {
                next.NextPlayer = next.CurrentPlayer;
                next.NextDepth  = next.CurrentPlyDepth;

                next.DoublesCount = DoublesCount + 1;
                if (next.DoublesCount >= 3)
                {
                    current.Value.RemoveFrontMarble(next.CurrentPlayer);
                    next.DoublesCount = 0;

                    next.NextPlayer = board.NextPlayer(next.CurrentPlayer);
                    next.NextDepth  = next.CurrentPlyDepth - 1;
                }
            }
            else
            {
                next.DoublesCount = 0;
            }

            return(next);
        }
        /// <summary>
        /// Gets the next target search for a minimax algorithm
        /// </summary>
        /// <param name="current">Next node</param>
        public PlySearch NextMiniMax(PositionNode current)
        {
            //Flipped maximizing because this is normally after we invert the bool
            sbyte nextPlayer = (!Maximizing) ? board.NextPlayer(CurrentPlayer) : CurrentPlayer;

            PlySearch next = new PlySearch(board, current, RootPlayer, nextPlayer, CurrentPlyDepth - 1);

            next.Maximizing = !Maximizing;
            next.NextDepth  = next.CurrentPlyDepth - 1;

            if (current.RolledDoubles)
            {
                next.NextPlayer = next.CurrentPlayer;
                next.NextDepth  = next.CurrentPlyDepth;

                next.DoublesCount = DoublesCount + 1;
                if (next.DoublesCount >= 3)
                {
                    current.Value.RemoveFrontMarble(next.CurrentPlayer);
                    next.DoublesCount = 0;

                    next.NextPlayer = board.NextPlayer(next.CurrentPlayer);
                    next.NextDepth  = next.CurrentPlyDepth - 1;
                }
            }
            else
            {
                next.DoublesCount = 0;
            }

            return(next);
        }
        /// <summary>
        /// Paranoid Algorithm
        /// </summary>
        /// <param name="position">Root position</param>
        /// <param name="player">Player to evaluate</param>
        /// <param name="currentPlyDepth">Depth to evaluate at</param>
        public Vector4 ParanoidAlgorithm(PlySearch s, double alpha, double beta)
        {
            if (ShouldStop())
            {
                return(Vector4.Zero);
            }

            List <PositionNode> children = board.GetNodes(s.Value, s.CurrentPlayer);

            if (children.Count == 0 || s.CurrentPlyDepth == 0)
            {
                Vector4 baseEval = eval.Evaluate(s.Value, s.RolledDoubles ? s.CurrentPlayer : Board.NO_PLAYER);
                return(Vector4.Multiply(baseEval, s.EvalWeight));
            }

            Nodes += children.Count;

            if (s.Maximizing)
            {
                Vector4 bestValue = ParanoidAlgorithm(s.NextMiniMax(children[0]), alpha, beta);
                for (int i = 1; i < children.Count; i++)
                {
                    Vector4 curr = ParanoidAlgorithm(s.NextMiniMax(children[i]), alpha, beta);
                    alpha = Math.Max(alpha, curr.GetMagnitude(s.RootPlayer));

                    if (curr.GetMagnitude(s.RootPlayer) > bestValue.GetMagnitude(s.RootPlayer))
                    {
                        bestValue = curr;
                    }

                    if (beta < alpha)
                    {
                        break;
                    }
                }

                return(bestValue);
            }
            else
            {
                Vector4 bestValue = ParanoidAlgorithm(s.NextMiniMax(children[0]), alpha, beta);
                for (int i = 1; i < children.Count; i++)
                {
                    Vector4 curr = ParanoidAlgorithm(s.NextMiniMax(children[i]), alpha, beta);

                    double min = curr.GetLength(s.RootPlayer);
                    double max = curr.GetMagnitude(s.RootPlayer);

                    double dif = max - min;
                    beta = Math.Min(beta, dif);

                    if (dif < bestValue.GetMagnitude(s.RootPlayer))
                    {
                        bestValue = curr;
                    }

                    if (beta < alpha)
                    {
                        break;
                    }
                }

                return(bestValue);
            }
        }
        /// <summary>
        /// Starts the initial call of the Paranoid algorithm
        /// </summary>
        private void Run()
        {
            PlySearch start = new PlySearch(board, Root, Player, board.NextPlayer(Player), Board.TEAM_COUNT * 2);

            ParanoidAlgorithm(start, double.MinValue, double.MaxValue);
        }
Exemple #6
0
        /// <summary>
        /// Starts the initial call of the MaxN algorithm
        /// </summary>
        private void Run()
        {
            PlySearch search = new PlySearch(board, Root, Player, board.NextPlayer(Player), Board.TEAM_COUNT * 2); //8 Ply ahead

            MaxNAlgorithm(search);
        }
        /// <summary>
        /// Starts the initial call of the MaxN algorithm
        /// </summary>
        private void Run()
        {
            PlySearch search = new PlySearch(board, Root, Player, board.NextPlayer(Player), Board.TEAM_COUNT);

            OffensiveAlgorithm(search);
        }