Exemple #1
0
 private int AlfaBeta(Model.TreeNode node, bool isMax, int alfa, int beta)
 {
     if (node.isLeaf(node))
     {
         node.Value = node.getFunctionResult(node.ContaintData.initialH, node.ContaintData.initialM, node.ContaintData.finalH, node.ContaintData.finalM);
         return(node.Value);
     }
     if (isMax)
     {
         foreach (Model.TreeNode t in node.Child)
         {
             alfa = Math.Max(AlfaBeta(t, t.ContaintData.playerTurn == 0 ? true : false, alfa, beta), alfa);
             if (alfa >= beta)
             {
                 node.Value = beta;
                 return(beta);
             }
         }
         node.Value = alfa;
         return(alfa);
     }
     else
     {
         foreach (Model.TreeNode t in node.Child)
         {
             beta = Math.Min(AlfaBeta(t, t.ContaintData.playerTurn == 0 ? true : false, alfa, beta), beta);
             if (beta <= alfa)
             {
                 node.Value = alfa;
                 return(alfa);
             }
         }
         node.Value = beta;
         return(beta);
     }
 }
Exemple #2
0
        private int Minimax(Model.TreeNode node, bool isMax)
        {
            if (node.isLeaf(node))
            {
                node.Value = node.getFunctionResult(node.ContaintData.initialH, node.ContaintData.initialM, node.ContaintData.finalH, node.ContaintData.finalM);
                return(node.Value);
            }
            switch (node.Child.Length)
            {
            case 1:
                if (isMax)
                {
                    node.Value = Math.Max(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false), -8);
                }
                else
                {
                    node.Value = Math.Min(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false), 15);
                }
                return(node.Value);

            case 2:
                if (isMax)
                {
                    node.Value = Math.Max(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false));
                }
                else
                {
                    node.Value = Math.Min(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false));
                }
                return(node.Value);

            case 3:
                if (isMax)
                {
                    node.Value = Math.Max(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Max(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false)));
                }
                else
                {
                    node.Value = Math.Min(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Min(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false)));
                }
                return(node.Value);

            case 4:
                if (isMax)
                {
                    node.Value = Math.Max(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Max(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Math.Max(Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false),
                                                            Minimax(node.Child[3], node.Child[3].ContaintData.playerTurn == 0 ? true : false))));
                }
                else
                {
                    node.Value = Math.Min(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Min(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Math.Min(Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false),
                                                            Minimax(node.Child[3], node.Child[3].ContaintData.playerTurn == 0 ? true : false))));
                }
                return(node.Value);

            case 5:
                if (isMax)
                {
                    node.Value = Math.Max(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Max(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Math.Max(Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false),
                                                            Math.Max(Minimax(node.Child[3], node.Child[3].ContaintData.playerTurn == 0 ? true : false),
                                                                     Minimax(node.Child[4], node.Child[4].ContaintData.playerTurn == 0 ? true : false)))));
                }
                else
                {
                    node.Value = Math.Min(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Min(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Math.Min(Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false),
                                                            Math.Min(Minimax(node.Child[3], node.Child[3].ContaintData.playerTurn == 0 ? true : false),
                                                                     Minimax(node.Child[4], node.Child[4].ContaintData.playerTurn == 0 ? true : false)))));
                }
                return(node.Value);

            case 6:
                if (isMax)
                {
                    node.Value = Math.Max(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Max(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Math.Max(Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false),
                                                            Math.Max(Minimax(node.Child[3], node.Child[3].ContaintData.playerTurn == 0 ? true : false),
                                                                     Math.Max(Minimax(node.Child[4], node.Child[4].ContaintData.playerTurn == 0 ? true : false),
                                                                              Minimax(node.Child[5], node.Child[5].ContaintData.playerTurn == 0 ? true : false))))));
                }
                else
                {
                    node.Value = Math.Min(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Min(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Math.Min(Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false),
                                                            Math.Min(Minimax(node.Child[3], node.Child[3].ContaintData.playerTurn == 0 ? true : false),
                                                                     Math.Min(Minimax(node.Child[4], node.Child[4].ContaintData.playerTurn == 0 ? true : false),
                                                                              Minimax(node.Child[5], node.Child[5].ContaintData.playerTurn == 0 ? true : false))))));
                }
                return(node.Value);

            default:
                if (isMax)
                {
                    node.Value = Math.Max(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Max(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Math.Max(Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false),
                                                            Math.Max(Minimax(node.Child[3], node.Child[3].ContaintData.playerTurn == 0 ? true : false),
                                                                     Math.Max(Minimax(node.Child[4], node.Child[4].ContaintData.playerTurn == 0 ? true : false),
                                                                              Math.Max(Minimax(node.Child[5], node.Child[5].ContaintData.playerTurn == 0 ? true : false),
                                                                                       Minimax(node.Child[6], node.Child[6].ContaintData.playerTurn == 0 ? true : false)))))));
                }
                else
                {
                    node.Value = Math.Min(Minimax(node.Child[0], node.Child[0].ContaintData.playerTurn == 0 ? true : false),
                                          Math.Min(Minimax(node.Child[1], node.Child[1].ContaintData.playerTurn == 0 ? true : false),
                                                   Math.Min(Minimax(node.Child[2], node.Child[2].ContaintData.playerTurn == 0 ? true : false),
                                                            Math.Min(Minimax(node.Child[3], node.Child[3].ContaintData.playerTurn == 0 ? true : false),
                                                                     Math.Min(Minimax(node.Child[4], node.Child[4].ContaintData.playerTurn == 0 ? true : false),
                                                                              Math.Min(Minimax(node.Child[5], node.Child[5].ContaintData.playerTurn == 0 ? true : false),
                                                                                       Minimax(node.Child[6], node.Child[6].ContaintData.playerTurn == 0 ? true : false)))))));
                }
                return(node.Value);
            }
        }