Esempio n. 1
0
        /// <summary>
        /// Human VS PC
        /// </summary>
        /// <param name="board"></param>
        public void StartGameWithHuman(Board board)
        {
            int countmovesforDraw = 0;
            var humanColor = Player.None;
            var pcColor = Player.None;
            bool firstTurn = true;
            var rule = new Rules();
            var print = new PrintBoardState();
            while (true)
            {
                //first turn is always the human's
                Console.WriteLine("Your turn, please enter a move in format 'from cell number' 'to cell number'");
                HumanTurn:
                bool capMove = false;
                var input = Console.ReadLine();
                IList<Coordinate> coords = ParseStrToCoords(input, board);
                //If there is no input
                if (coords == null)
                {
                    Console.WriteLine("Wrong Input, please try again");
                    goto HumanTurn;
                }

                var srcCoord = coords.First();
                var destCoord = coords.Last();
                if (firstTurn)
                {
                    humanColor = board.GetPlayer(srcCoord);
                    pcColor = board.GetOpponent(humanColor);
                    firstTurn = false;
                }
                    //if select coordinate is not your coordinate then show error message
                else if (humanColor != board.GetPlayer(srcCoord))
                {
                    Console.WriteLine(
                        "This is not your piece , please enter cell number which allocated with your piece color");
                    goto HumanTurn;
                }

                //Fins captures
                IDictionary<IList<Coordinate>, IList<Coordinate>> capturesAvailable = rule.FindCaptures(board,
                                                                                                        humanColor);
                //if there are any captures
                if (capturesAvailable.Count > 0)
                {
                    //check if they are contained in captured dictionary by looking on source and destination
                    IList<Coordinate> captures = rule.MapContainsCoords(capturesAvailable, srcCoord, destCoord);
                    //id they are not contained show error message
                    if (captures.Count == 0)
                    {
                        Console.WriteLine("You must capture maximum opponent soldiers on board");
                        goto HumanTurn;
                    }
                    else
                    {
                        //if there are captures and source and destination are corrrect, update board with move and captures
                        foreach (var coordinate in captures)
                        {
                            board[coordinate.X, coordinate.Y].Status = Piece.None;
                            board.UpdateCapturedSoldiers(coordinate, pcColor);
                            capMove = true;
                        }
                    }
                }
                //update board
                if (capMove || rule.IsValidMove(board, srcCoord, destCoord, humanColor))
                {
                    board.UpdateBoard(srcCoord, destCoord);
                    rule.IsBecameAKing(board, board[destCoord.X, destCoord.Y]);
                    print.DrawBoard(board);
                }
                else
                {
                    Console.WriteLine("This is not a valid move, please enter again");
                    goto HumanTurn;
                }

                //check if game is finish by checking if players draw,lost or won
                GameState game = GetGameState(humanColor, board);
                if (GameState.Draw == CheckDraw(board, board[destCoord.X, destCoord.Y], capMove, ref countmovesforDraw))
                {
                    Console.WriteLine("Draw");
                    break;
                }
                if (game == GameState.Lost)
                {
                    Console.WriteLine("{0} Lost the game and {1} won", humanColor.ToString(), pcColor.ToString());
                    break;
                }
                if (game == GameState.Won)
                {
                    Console.WriteLine("{0} Won", humanColor.ToString());
                    break;
                }

                //switch to opponent (PC)
                ShowPlayerChange(pcColor);
                var alphaBeta = new Alphabeta();
                Board temp = new Board();
                IList<Coordinate> tempCaptures = new List<Coordinate>();
                //Define depth
                int depth = rule.DefineDepth(board);
                //Calling alpha-beta algorithm which return the best move in addition, return source,destination coordinates and a list of captures
                alphaBeta.AlphaBeta(board, depth, Int32.MinValue, Int32.MaxValue, pcColor, true, ref srcCoord,
                                    ref destCoord, ref temp, ref tempCaptures);

                //Verify the move is in bounds, if yes update the board with it
                if ((rule.InBounds(board, srcCoord.X, srcCoord.Y)) && (rule.InBounds(board, destCoord.X, destCoord.Y)))
                {
                    board = temp.Copy();
                    print.DrawBoard(board);
                }
                // check if there were any captures. if yes check for draw
                bool pcCaptured = tempCaptures.Count > 0;
                //check if game was determined
                game = GetGameState(humanColor, board);
                if (GameState.Draw ==
                    CheckDraw(board, board[destCoord.X, destCoord.Y], pcCaptured, ref countmovesforDraw))
                {
                    Console.WriteLine("Draw");
                    break;
                }
                if (game == GameState.Lost)
                {
                    Console.WriteLine("{0} Lost the game and {1} won", humanColor.ToString(), pcColor.ToString());
                    break;
                }
                if (game == GameState.Won)
                {
                    Console.WriteLine("{0} Won", humanColor.ToString());
                    break;
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// alpha beta algorithm
        /// boardcoordlist- each item in this map contains a new board (representing a new state) and a list of 2 coords representing the move that brought to this new state
        /// mapBoardSrcDestCap- each item in this map contains the new board and source- dest coords (like above) and a list of captured coordinate (in case the new board is a result of a capture)
        /// </summary>
        /// <param name="board"></param>
        /// <param name="depth"></param>
        /// <param name="alpha"></param>
        /// <param name="beta"></param>
        /// <param name="player"></param>
        /// <param name="maxplayer"></param>
        /// <param name="srcCoord"></param>
        /// <param name="destCoord"></param>
        /// <param name="updateBoard"></param>
        /// <param name="captures"></param>
        /// <returns></returns>
        public int AlphaBeta(Board board, int depth, int alpha, int beta, Player player, bool maxplayer,
            ref Coordinate srcCoord, ref Coordinate destCoord, ref Board updateBoard,
            ref IList<Coordinate> captures)
        {
            var robj = new Rules();
            if (depth == 0 || rule.IsBoardLeaf(player, board)) // is node a terminal node
            {
                var obj = new HeuristicFunction();
                return obj.Evaluate(board, player); //return Heurisitic value of node
            }

            //Finds if there are any captures
            IDictionary<IList<Coordinate>, IList<Coordinate>> capturesAvailable = robj.FindCaptures(board, player);
            IDictionary<Board, IList<Coordinate>> boardCoordsList;

            //Calculating board according to current state (with or without captures)
            if (capturesAvailable.Count > 0)
            {
                boardCoordsList = robj.CreateNewBoards(board, capturesAvailable);
            }
            else
            {
                boardCoordsList = robj.CalculateNewBoardsFromCoordinates(board, player);
            }

            //values which save capture list , source, detination on the chosen move
            var minsrcCoord = new Coordinate();
            var mindestCoord = new Coordinate();
            var maxsrcCoord = new Coordinate();
            var maxdestCoord = new Coordinate();
            var maxCapturesList = new List<Coordinate>();
            var minCapturesList = new List<Coordinate>();
            var minBoard = new Board();
            var maxBoard = new Board();

            //player
            if (maxplayer)
            {
                foreach (var newState in boardCoordsList)
                {
                    Coordinate newSrcCoord = newState.Value[0];
                    Coordinate newDestCoord = newState.Value[1];
                    IList<Coordinate> capturesList = robj.MapContainsCoords(capturesAvailable, newSrcCoord, newDestCoord);
                    IList<Coordinate> tempCapList = new List<Coordinate>();
                    int res = AlphaBeta(newState.Key, depth - 1, alpha, beta, board.GetOpponent(player), !maxplayer,
                                        ref newSrcCoord, ref newDestCoord, ref updateBoard, ref tempCapList);
                    if (res > alpha)
                    {
                        alpha = res;
                        maxsrcCoord = newState.Value[0];
                        maxdestCoord = newState.Value[1];
                        maxBoard = newState.Key.Copy();
                        maxCapturesList = new List<Coordinate>(capturesList);
                    }
                    if (beta <= alpha)
                    {
                        break;
                    }
                    if (capturesList.Count > 0)
                    {
                        capturesAvailable.Remove(capturesList);
                    }
                }
                srcCoord = maxsrcCoord;
                destCoord = maxdestCoord;
                updateBoard = maxBoard.Copy();
                captures = maxCapturesList;
                return alpha;
            }

                //opponent
            else
            {
                foreach (var newState in boardCoordsList)
                {
                    Coordinate newSrcCoord = newState.Value[0];
                    Coordinate newDestCoord = newState.Value[1];
                    IList<Coordinate> capturesList = robj.MapContainsCoords(capturesAvailable, newSrcCoord, newDestCoord);
                    IList<Coordinate> tempCapList = new List<Coordinate>();
                    int res = AlphaBeta(newState.Key, depth - 1, alpha, beta, board.GetOpponent(player), !maxplayer,
                                        ref newSrcCoord, ref newDestCoord, ref updateBoard, ref tempCapList);
                    if (res < beta)

                    {
                        beta = res;
                        minsrcCoord = newState.Value[0];
                        mindestCoord = newState.Value[1];
                        minBoard = newState.Key.Copy();
                        minCapturesList = new List<Coordinate>(capturesList);
                    }
                    if (beta <= alpha)
                    {
                        break;
                    }
                    if (capturesList.Count > 0)
                    {
                        capturesAvailable.Remove(capturesList);
                    }
                }
                srcCoord = minsrcCoord;
                destCoord = mindestCoord;
                updateBoard = minBoard.Copy();
                captures = minCapturesList;
                return beta;
            }
        }