Esempio n. 1
0
    /// <summary>
    /// Plays the AI turn
    /// </summary>
    public int PlayAiTurn(GameObject gameObject)
    {
        int aiPlayChoice = GameController.playersChoice.Equals("X") ? -1 : 1;

        minimaxAlgo.aiPick = aiPlayChoice;

        EndTurnPosition bestPositionToEndTurn = minimaxAlgo.GetBestPosition(aiPlayChoice, ConvertBoardToInt(gameObject), 0);
        int             newBestPositionToPick = bestPositionToEndTurn.position;

        //hide ai ui choices from player
        foreach (GameObject boardPositions in this.positionArr)
        {
            foreach (KeyValuePair <string, int> integerStringMapperEntry in boardStringIntegerMapper)
            {
                if (integerStringMapperEntry.Key == boardPositions.name && integerStringMapperEntry.Value == newBestPositionToPick)
                {
                    if (GameController.playersChoice != boardPositions.transform.GetChild(0).gameObject.name)
                    {
                        gameObject.GetComponent <MouseEvents>().renderPositionClicked(boardPositions.transform.GetChild(0).gameObject);
                        gameObject.GetComponent <ColorControl>().RenderAiOtherChoiceInvisible(boardPositions);
                    }
                    else
                    {
                        gameObject.GetComponent <MouseEvents>().renderPositionClicked(boardPositions.transform.GetChild(1).gameObject);
                        gameObject.GetComponent <ColorControl>().RenderAiOtherChoiceInvisible(boardPositions);
                    }
                }
            }
        }
        return(newBestPositionToPick);
    }
Esempio n. 2
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    public EndTurnPosition GetBestPosition(int calculateBestRouteFor, int[] gameBoard, int depth)
    {
        int isGameOver = IsGameOver(gameBoard);

        if (IsBoardFull(gameBoard) && isGameOver == 0)  //tie
        {
            return(new EndTurnPosition(0));
        }
        else if (isGameOver == 10)  //win
        {
            return(new EndTurnPosition(10 - depth));
        }
        else if (isGameOver == -10) //lose
        {
            return(new EndTurnPosition(depth - 10));
        }
        depth++;
        EndTurnPosition levelBestPosition = createEndPositionForLevel(calculateBestRouteFor);

        //iterate over this tree level (all possible moves for the current game state)
        for (int boardPosition = 0; boardPosition < gameBoard.Length; boardPosition++)
        {
            //if current board position isnt filled by X or O
            if (gameBoard[boardPosition] == 0)
            {
                gameBoard[boardPosition] = calculateBestRouteFor;
                //invert turns between the opponents by multiplying by -1, clone the board (pass by value) so it wont reflect in other decisions on same level
                EndTurnPosition newPosition = GetBestPosition(calculateBestRouteFor * -1, (int[])gameBoard.Clone(), depth);
                //opponent to the AI - minimizes the result
                if (aiPick != calculateBestRouteFor)
                {
                    if (newPosition.score <= levelBestPosition.score)
                    {
                        levelBestPosition.position = boardPosition;
                        levelBestPosition.score    = newPosition.score;
                    }
                }
                else
                {
                    //AI - maximizes the result
                    if (newPosition.score >= levelBestPosition.score)
                    {
                        levelBestPosition.position = boardPosition;
                        levelBestPosition.score    = newPosition.score;
                    }
                }
                //clears the selection that was made so next iteration (which is a node in same tree level) represents the board without it - the next permutation
                gameBoard[boardPosition] = 0;
            }
        }
        return(levelBestPosition);
    }
    public EndTurnPosition GetMelhorPosicao(int calcularMelhorCaminho, int[] gameBoard, int nível)
    {
        int checkFimDeJogo = CheckFimDeJogo(gameBoard);

        if (tabuleiroCompleto(gameBoard) && checkFimDeJogo == 0)
        {
            return(new EndTurnPosition(0));
        }
        else if (checkFimDeJogo == 10)
        {
            return(new EndTurnPosition(10 - nível));
        }
        else if (checkFimDeJogo == -10)
        {
            return(new EndTurnPosition(nível - 10));
        }
        nível++;
        EndTurnPosition levelBestPosition = CriarNoFolhaPorNivel(calcularMelhorCaminho);

        for (int boardPosition = 0; boardPosition < gameBoard.Length; boardPosition++)
        {
            if (gameBoard[boardPosition] == 0)
            {
                gameBoard[boardPosition] = calcularMelhorCaminho;
                //inverte o turno entre os jogadores, multiplicando por -1, clonando o tabuleiro (por parâmetro) para não refletir no mesmo nível de decisão do outro jogador
                EndTurnPosition newPosition = GetMelhorPosicao(calcularMelhorCaminho * -1, (int[])gameBoard.Clone(), nível);
                //oponente - minimizar resultado
                if (aiEscolha != calcularMelhorCaminho)
                {
                    if (newPosition.score <= levelBestPosition.score)
                    {
                        levelBestPosition.position = boardPosition;
                        levelBestPosition.score    = newPosition.score;
                    }
                }
                else
                {
                    //AI - maximizar resultado
                    if (newPosition.score >= levelBestPosition.score)
                    {
                        levelBestPosition.position = boardPosition;
                        levelBestPosition.score    = newPosition.score;
                    }
                }
                //limpa a seleção para nao atrapalhar  aproxima iteração do oponente (que é no mesmo nível de profundidade)
                gameBoard[boardPosition] = 0;
            }
        }
        return(levelBestPosition);
    }
    private EndTurnPosition CriarNoFolhaPorNivel(int calcularMelhorCaminho)
    {
        EndTurnPosition levelBestPosition = new EndTurnPosition();

        if (aiEscolha != calcularMelhorCaminho)
        {
            levelBestPosition.score = int.MaxValue;
        }
        else
        {
            levelBestPosition.score = int.MinValue;
        }
        return(levelBestPosition);
    }
Esempio n. 5
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    private EndTurnPosition createEndPositionForLevel(int calculateBestRouteFor)
    {
        EndTurnPosition levelBestPosition = new EndTurnPosition();

        //set default values for AI and opponent so they always pick first position returned to override default
        if (aiPick != calculateBestRouteFor)
        {
            levelBestPosition.score = int.MaxValue;
        }
        else
        {
            levelBestPosition.score = int.MinValue;
        }
        return(levelBestPosition);
    }