Esempio n. 1
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        public void testAlphaBetaDecision()
        {
            AlphaBetaSearch <TicTacToeState, XYLocation, string> search = AlphaBetaSearch <TicTacToeState, XYLocation, string> .createFor(game);

            search.makeDecision(state);
            int expandedNodes = search.getMetrics().getInt(MinimaxSearch <TicTacToeState, XYLocation, string> .METRICS_NODES_EXPANDED);

            Assert.AreEqual(30709, expandedNodes);
        }
Esempio n. 2
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    private void Start()
    {
        End.SetActive(false);
        game = new Awale();

        //minimaxSearch = MinimaxSearch<State, int, int>.createFor(game);
        alphabetaSearch = AlphaBetaSearch <StateAwale, int, int> .createFor(game);

        CurrentState = game.getInitialState();

        CheckisTerminal();
    }
Esempio n. 3
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    public void SetupGame(int nb)
    {
        End.SetActive(false);
        allumettesTxt.text = "";
        IATxt.text         = "";

        game = new Nim(nb);
        //minimaxSearch = MinimaxSearch<List<int>, int, int>.createFor(game);
        alphabetaSearch = AlphaBetaSearch <NimState, int, int> .createFor(game);

        CurrentState       = game.getInitialState();
        allumettesTxt.text = "Allumettes restantes : " + CurrentState.allumettes.ToString();

        CheckisTerminal();
    }
Esempio n. 4
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        static void startAlphaBetaDemo()
        {
            System.Console.WriteLine("ALPHA BETA DEMO\n");
            TicTacToeGame  game      = new TicTacToeGame();
            TicTacToeState currState = game.GetInitialState();
            IAdversarialSearch <TicTacToeState, XYLocation> search = AlphaBetaSearch <TicTacToeState, XYLocation, string>
                                                                     .createFor(game);

            while (!(game.IsTerminal(currState)))
            {
                System.Console.WriteLine(game.GetPlayer(currState) + "  playing ... ");
                XYLocation action = search.makeDecision(currState);
                currState = game.GetResult(currState, action);
                System.Console.WriteLine(currState);
            }
            System.Console.WriteLine("ALPHA BETA DEMO done");
        }
Esempio n. 5
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    private void Start()
    {
        Nim game = new Nim(Matches);
        MinimaxSearch <NimState, int, int> minimaxSearch = MinimaxSearch <NimState, int, int> .createFor(game);

        AlphaBetaSearch <NimState, int, int> alphabetaSearch = AlphaBetaSearch <NimState, int, int> .createFor(game);

        NimState state   = game.getInitialState();
        int      action1 = -1;
        int      action2 = -1;

        action1 = minimaxSearch.makeDecision(state);
        action2 = alphabetaSearch.makeDecision(state);

        Debug.Log("Chosen action is " + action1 + " and node minimax " + minimaxSearch.getMetrics());
        Debug.Log("Chosen action is " + action2 + " and node alphabeta " + alphabetaSearch.getMetrics());
    }
Esempio n. 6
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    private void Start()
    {
        TTT game = new TTT();
        MinimaxSearch <StateTTT, int, int> minimaxSearch = MinimaxSearch <StateTTT, int, int> .createFor(game);

        AlphaBetaSearch <StateTTT, int, int> alphabetaSearch = AlphaBetaSearch <StateTTT, int, int> .createFor(game);

        StateTTT state = game.getInitialState();

        int action1 = -100000;
        int action2 = -100000;

        action1 = minimaxSearch.makeDecision(state);
        action2 = alphabetaSearch.makeDecision(state);

        Debug.Log("Chosen action is " + action1 + " and node minimax " + minimaxSearch.getMetrics());
        Debug.Log("Chosen action is " + action2 + " and node alphabeta " + alphabetaSearch.getMetrics());
    }
Esempio n. 7
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        public List <GameMoveResult> MakeMoves(Game objGame, object state, int movesNumber)
        {
            var toReturn = new List <GameMoveResult>();
            AdversarialSearch objGameStrategy;

            switch (StrategyType)
            {
            case GameStrategyType.AlphaBeta:
                objGameStrategy = AlphaBetaSearch.createFor(objGame);
                break;

            case GameStrategyType.IterativeDeepeningAlphaBeta:
                objGameStrategy = IterativeDeepeningAlphaBetaSearch.createFor(objGame, MinUtility, MaxUtility, MaxDurationSeconds);
                break;

            case GameStrategyType.ConnectFourIDAlphaBeta:
                objGameStrategy = new ConnectFourAIPlayer(objGame, MaxDurationSeconds);
                break;

            default:
                objGameStrategy = MinimaxSearch.createFor(objGame);
                break;
            }
            int counter = 0;

            while (!objGame.isTerminal(state) && counter < movesNumber)
            {
                var action  = objGameStrategy.makeDecision(state);
                var newMove = new GameMoveResult()
                {
                    Game = objGame, InitialState = state, Action = action, Metrics = objGameStrategy.getMetrics()
                };
                toReturn.Add(newMove);
                state = newMove.ResultState;
                counter++;
            }

            return(toReturn);
        }