Esempio n. 1
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    // returns the score for the current position from the point of view of the given player.
    public Move evaluate(moveBoard board, Move evalMove)
    {
        int boardScore = evalBoardForAI();

        evalMove.Score = boardScore;
        return(evalMove);
    }
Esempio n. 2
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    static Move getBestMove(GameBoard.PLAYERS_ID player)
    {
        //make a moveBoard of the current state of the board
        moveBoard currentMoveBoard = new moveBoard();

        //this move board is used as a scratch pad to examine possible next moves
        currentMoveBoard.setCurrentGameBoardToMoveBoard(player);

        //using the moveboard the minimax function finds the next BEST move
        Move bestMove = miniMax(currentMoveBoard, currentMoveBoard.Root, player, MAX_DEPTH, 0);

        return(bestMove);
    }
Esempio n. 3
0
    //
    //This function implements the Minimax algorithm
    //
    //moveboard board   --represents the current game board as a scratch pad to make moves on (before actually making the move)
    //                  --board also holds the actual player's turn for the game (first player in the tree)
    //Move nextMove     --represents the next move to be made on the game board
    //                  --nexMove also holds a score value for the move
    //evaluatePlayer    --represents the players turn on the tree ( it will change as we traverse each level of the tree )
    //
    //maxDepth          --represents the number of levels to use in the minimax algorithm (how far down the tree do we want to go?)
    //
    //currentDepth      --represents the current level we are evaluating
    //
    //return            --this function returns the best move to make on the board

    static public Move miniMax(moveBoard board, Move nextMove, GameBoard.PLAYERS_ID evaluatePlayer, int maxDepth, int currentDepth)
    {
        //
        //create a bestmove to return
        //
        Move bestMove = new Move();

        //
        //if game is over ( no more moves left/win/loss ) || we have reached our max depth to search || there are no children for this move and it isnt the very first move
        //
        if (board.isGameOver() || currentDepth == maxDepth || ((currentDepth != 0) && nextMove.PossibleMoves.Count == 0))
        {
            //
            //evaluate the board and return the best move for this board, the move data structure also holds a score value for the board
            //
            Move eMove = board.evaluate(board, nextMove);
            eMove.Depth = currentDepth;

            //
            //copy the evaluated move into bestMove
            //
            eMove.Copy(bestMove);
        }
        else
        {
            //
            //if we haven't reached a terminal node traverse the children and call minimax
            //
            Move currentBubbledUpScore = null;

            //
            //Initialize the bestmove object
            //
            nextMove.Copy(bestMove);
            bestMove.Score = INFINITY;

            //
            //Ask: whose turn is it on the tree? Keep track of the max or min score for all the possible moves (children)
            //
            if (board.CurrentPlayer == evaluatePlayer)
            {
                bestMove.Score = -INFINITY;
            }

            //
            //Loop through all the possible moves from nextMove
            //
            foreach (Move move in nextMove.PossibleMoves)
            {
                //
                //make the move ( take the turn ) and then call minimax for the next move
                //makeMove also adds the move to our move game board scratch pad
                //
                board.makeMove(move, evaluatePlayer);
                currentBubbledUpScore = miniMax(board, move, GetNextPlayerID(evaluatePlayer), maxDepth, currentDepth + 1);

                //
                //remove move from our game board (game board scratch pad)
                //
                board.RemoveMoveFromGameMoveBoard(move);

                //
                //if we are the current player, then take the highest score found of all the moves
                //
                if (board.CurrentPlayer == evaluatePlayer)
                {
                    if (currentBubbledUpScore.Score > bestMove.Score)
                    {
                        bestMove.Row    = move.Row;
                        bestMove.Column = move.Column;
                        bestMove.Score  = currentBubbledUpScore.Score;
                        bestMove.Depth  = currentBubbledUpScore.Depth;
                    }
                    else if (currentBubbledUpScore.Score == bestMove.Score)
                    {
                        if (currentBubbledUpScore.Depth < bestMove.Depth)
                        {
                            bestMove.Row    = move.Row;
                            bestMove.Column = move.Column;
                            bestMove.Score  = currentBubbledUpScore.Score;
                            bestMove.Depth  = currentBubbledUpScore.Depth;
                        }
                    }
                }
                else
                {
                    if (currentBubbledUpScore.Score < bestMove.Score)
                    {
                        bestMove.Row    = move.Row;
                        bestMove.Column = move.Column;
                        bestMove.Score  = currentBubbledUpScore.Score;
                        bestMove.Depth  = currentBubbledUpScore.Depth;
                    }
                }

                //
                // the opponent is the current player then take the lowest score of all the moves
                //
            }
        }

        return(bestMove);
    }