Esempio n. 1
0
 //Determine if player still have escape moves for the king or not
 private bool hasEscapedMoves()
 {
     foreach (Move move in this.legalMoves)
     {
         MoveTransition transition = this.makeMove(move);
         if (transition.getMoveStatus().isDone())
         {
             return(true);
         }
     }
     return(false);
 }
Esempio n. 2
0
        private int maxValue(Board board, int depth, int alpha, int beta)
        {
            if (depth == 0 || BoardUtils.isBoardinStaleMateorCheckMate(board))
            {
                return(this.heuristic.calculate(board, depth));
            }

            int value = Int32.MinValue;

            //Find state in transposition table
            int key = this.table.hash(board);

            if (this.table.getNode(key, depth, board) != null)
            {
                return(this.table.getNode(key, depth, board).Value);
            }

            //If the current state is not in TT then run minimax;

            Move bestMove = null;

            foreach (Move move in board.CurrentPlayer.getLegalMoves())
            {
                nodeCount++;
                MoveTransition trans = board.CurrentPlayer.makeMove(move);
                if (trans.getMoveStatus().isDone())
                {
                    int temp = minValue(trans.ToBoard, depth - 1, alpha, beta);
                    if (temp > value)
                    {
                        value    = temp;
                        bestMove = move;
                    }
                    if (value > beta)
                    {
                        this.table.add(key, new Node(bestMove, value, depth, board));
                        return(value);
                    }
                    alpha = Math.Max(alpha, value);
                }
            }
            this.table.add(key, new Node(bestMove, value, depth, board));
            return(value);
        }
Esempio n. 3
0
        private Move findMove(Board board, int depth)
        {
            nodeCount = 0;
            int alpha = Int32.MinValue;
            int beta  = Int32.MaxValue;

            //Find state in transposition table
            Move bestMove = null;
            int  key      = this.table.hash(board);

            if (this.table.getNode(key, depth, board) != null)
            {
                Node node = this.table.getNode(key, depth, board);
                return(node.BestMove);
            }

            //If the current state is not in TT then run minimax;
            int currentValue;

            if (board.CurrentPlayer.getAlliance() == Sides.BLACK)
            {
                currentValue = Int32.MaxValue;
            }
            else
            {
                currentValue = Int32.MinValue;
            }

            foreach (Move move in board.CurrentPlayer.getLegalMoves())
            {
                nodeCount++;
                MoveTransition trans = board.CurrentPlayer.makeMove(move);
                if (trans.getMoveStatus().isDone())
                {
                    if (board.CurrentPlayer.getAlliance() == Sides.BLACK)
                    {
                        int temp = maxValue(trans.ToBoard, depth - 1, alpha, beta);
                        if (temp < currentValue)
                        {
                            currentValue = temp;
                            bestMove     = move;
                        }
                        beta = Math.Min(beta, currentValue);
                    }
                    else
                    {
                        int temp = minValue(trans.ToBoard, depth - 1, alpha, beta);
                        if (temp > currentValue)
                        {
                            currentValue = temp;
                            bestMove     = move;
                        }
                        alpha = Math.Max(alpha, currentValue);
                    }
                }
            }

            /*Console.Write("NODES: ");
             * Console.WriteLine(nodeCount);
             * Console.WriteLine(currentValue);*/
            table.add(key, new Node(bestMove, currentValue, depth, board));
            return(bestMove);
        }