Esempio n. 1
0
        private void PlayMove(OthelloMove move)
        {
            if (!_board.IsValidMove(move))
            {
                return;
            }

            SquareState previousPlayerColor = _board.CurrentPlayer;

            _board.PlayMove(move);
            _lastPlayedMove = move;
            _board.FixUpCurrentPlayer();

            SyncBoardToUI();

            this.BeginInvoke(new PostMoveMethodDelegate(DoPostMoveProcessing),
                             new object[] { previousPlayerColor });
        }
Esempio n. 2
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        static void ReadBook()
        {
#if USE_TRANSPOSITION_TABLE
            StreamReader reader = null;

            try
            {
                reader = new StreamReader("book.txt");
            }
            catch
            {
                // No opening book, oh well...
                return;
            }

            // Each line is a game, and looks like: +d3-c3+c4-e3+c2-b3+d2...-a5+a7-a8+b8-b7: -04 10
            // -04 is the final score for black.  10 is always there and should be ignored
            for (int x = 0; ; x++)
            {
                string s = reader.ReadLine();
                if (s == null)
                {
                    break;
                }

                OthelloBoard board = OthelloBoard.CreateStartingBoard();

                int i;
                i = s.LastIndexOf(':');
                int val = int.Parse(s.Substring(i + 2, 3));
                if (val < 0)
                {
                    val -= 500;
                }
                else if (val > 0)
                {
                    val += 500;
                }

                // Only use the first 10 moves to limit size
                for (i = 0; i < (10 * 3); i += 3)
                {
                    if (s[i] == ':')
                    {
                        break;
                    }
                    OthelloMove move = new OthelloMove((s[i + 1] - 'a'), (s[i + 2] - '1'));
                    board.PlayMove(move);
                    board.FixUpCurrentPlayer();
                    _transpositionTable.AddEntry(board.GetHashCode(), 60 /*ply*/,
                                                 (board.CurrentPlayer == SquareState.Black) ? val : -val,
                                                 TranspositionTableElementType.Exact, -1, -1);
                    move = null;
                }

                board.FixUpCurrentPlayer();

                /*
                 * int expectedVal = board.BlackSquares - board.WhiteSquares;
                 * Debug.Assert(val == expectedVal);
                 * Debug.Assert(board.GameOver);
                 */
                board = null;
            }

            reader.Close();
#endif
        }
Esempio n. 3
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        public override PlayerResult GetMove(OthelloBoard board)
        {
            StringBuilder statusString = new StringBuilder();;

            _finalEvaluations = 0;
            _boardEvaluations = 0;
#if USE_TRANSPOSITION_TABLE
            _transpositionHits = 0;
            _transpositionTable._wrongEntriesFound      = 0;
            _transpositionTable._tooShallowEntriesFound = 0;
#endif
            DateTime startTime = DateTime.Now;

            OthelloMoveWithData[] moves          = board.GetValidMovesWithData();
            MoveWithValue[]       movesWithValue = new MoveWithValue[moves.Length];
            for (int i = 0; i < moves.Length; i++)
            {
                movesWithValue[i]      = new MoveWithValue();
                movesWithValue[i].Move = moves[i];
            }

            int currentPly;
#if USE_ITERATIVE_DEEPENING
            for (currentPly = 0; ; currentPly++)
            {
                //for (currentPly = 0; currentPly<2; currentPly++) {
#else
            for (int currentPly = ply - 1; currentPly < ply; currentPly++)
            {
#endif

                statusString.Length = 0;
                DateTime startIterationTime = DateTime.Now;

                statusString.Append("Depth " + (currentPly + 1).ToString() + ": ");

                // Should we do a final search
                if (board.EmptySquares <= 15 && currentPly > 5)
                {
                    currentPly = board.EmptySquares;
                }

                int alpha = WORST_MOVE;
                int beta  = BEST_MOVE;
                foreach (MoveWithValue move in movesWithValue)
                {
                    board.PlayMove(move.Move);

                    statusString.Append(move.Move.ToString());
                    this.PostStatus(statusString.ToString());

                    move.Value = (-GetBoardValueRecursive(board, currentPly, 2, -beta, -alpha));

                    if (move.Value != BEST_MOVE && move.Value != WORST_MOVE)
                    {
                        statusString.Append("(" + move.Value.ToString() + ")");
                    }
                    statusString.Append(" ");
                    this.PostStatus(statusString.ToString());

                    board.UnplayMove(move.Move);

                    if (move.Value > alpha)
                    {
                        alpha = move.Value;
                    }
                    if (alpha >= beta)
                    {
                        break;
                    }
                }

                Array.Sort(movesWithValue);

                // If we've already search to the end, we're done
                if (currentPly == board.EmptySquares)
                {
                    break;
                }

                if (movesWithValue[0].Value < -500 || movesWithValue[0].Value > 500)
                {
                    break;
                }

                TimeSpan t = DateTime.Now - startTime;
                if (t.TotalSeconds >= 3)
                {
                    break;
                }
            }

            PlayerResult result = new PlayerResult();
            result.Move = movesWithValue[0].Move;
            TimeSpan processingTime = DateTime.Now - startTime;
            statusString.Append("\r\nEvals: " + _boardEvaluations + " Final evals: " + _finalEvaluations + "\r\n");
#if USE_TRANSPOSITION_TABLE
            /*
             * statusString.Append("Transp: " + _transpositionHits +
             *  " wrong hits: " + _transpositionTable._wrongEntriesFound +
             *  " shallow hits: " + _transpositionTable._tooShallowEntriesFound + "\r\n");
             */
#endif
            statusString.Append("Score: " + movesWithValue[0].Value + " (" + processingTime + ")");
            result.Status = statusString.ToString();
            return(result);
        }
Esempio n. 4
0
        private int GetBoardValueRecursive(OthelloBoard board, int ply,
                                           int notStuck, int alpha, int beta)
        {
            //MyTrace(ply, "left="+board.EmptySquares+" alpha="+alpha+" beta="+beta);

            /* If the game is over */
            if (notStuck == 0 || board.EmptySquares == 0)
            {
                _finalEvaluations++;
                int squareDifference = board.PlayerSquares - board.OpponentSquares;

                if (squareDifference > 0)
                {
                    return(squareDifference + 1000);
                }
                if (squareDifference < 0)
                {
                    return(squareDifference - 1000);
                }

                // Tie
                return(0);
            }

#if USE_TRANSPOSITION_TABLE
            int  moveToTryFirst_X = -1, moveToTryFirst_Y = -1;
            bool needToTryFirstMove = false;
            int  boardHashCode      = board.GetHashCode();
            int  transpositionValue = _transpositionTable.LookupEntry(boardHashCode, ply,
                                                                      alpha, beta, ref moveToTryFirst_X, ref moveToTryFirst_Y);

            if (transpositionValue != AlphaBetaOthelloPlayer.INVALID_MOVE)
            {
                _transpositionHits++;
                return(transpositionValue);
            }

            if (moveToTryFirst_X >= 0)
            {
                needToTryFirstMove = true;
            }

            TranspositionTableElementType elementType = TranspositionTableElementType.Alpha;
            OthelloMoveWithData           bestMove    = null;
#endif

            if (ply == 0)
            {
                _boardEvaluations++;
                int val = GetBoardValue(board);
#if USE_TRANSPOSITION_TABLE
                _transpositionTable.AddEntry(boardHashCode, 0, val,
                                             TranspositionTableElementType.Exact, -1, -1);
#endif
                return(val);
            }

            int count = 0;
            for (int y = 0; y < 8; y++)
            {
                for (int x = 0; x < 8; x++)
                {
                    OthelloMoveWithData move;

#if USE_TRANSPOSITION_TABLE
                    if (needToTryFirstMove)
                    {
                        move = board.GetMoveInfoIfValid(moveToTryFirst_X, moveToTryFirst_Y);
                        needToTryFirstMove = false;

                        // Set x to -1 to make sure that (0,0) gets process next time around
                        x = -1;

                        // This could happen if we found an incorrect entry in the table
                        if (move == null)
                        {
                            continue;
                        }
                    }
                    else
                    {
                        // Skip this move if we've already tried it
                        if (x == moveToTryFirst_X && y == moveToTryFirst_Y)
                        {
                            continue;
                        }

                        move = board.GetMoveInfoIfValid(x, y);
                        if (move == null)
                        {
                            continue;
                        }
                    }
#else
                    move = board.GetMoveInfoIfValid(x, y);
                    if (move == null)
                    {
                        continue;
                    }
#endif

                    count++;

                    /* perform the move */
                    board.PlayMove(move);

                    //MyTrace(ply, move.X + "," + move.Y + " alpha="+alpha+" beta="+beta);
                    int val = (-GetBoardValueRecursive(board, ply - 1, 2, -beta, -alpha));
                    //MyTrace(ply, move.X + "," + move.Y + " alpha="+alpha+" beta="+beta+" val="+val);

                    board.UnplayMove(move);

                    if (val >= beta)
                    {
#if USE_TRANSPOSITION_TABLE
                        _transpositionTable.AddEntry(boardHashCode, ply, beta,
                                                     TranspositionTableElementType.Beta, move.X, move.Y);
#endif
                        return(BEST_MOVE);
                    }

                    if (val > alpha)
                    {
                        alpha = val;
#if USE_TRANSPOSITION_TABLE
                        elementType = TranspositionTableElementType.Exact;
                        bestMove    = move;
#endif
                    }
                }
            }

            if (count == 0)
            {        /* if no possible move */
                board.SwitchPlayer();
                int val = -GetBoardValueRecursive(board, ply, notStuck - 1, -beta, -alpha);
                board.SwitchPlayer();
                return(val);
            }

#if USE_TRANSPOSITION_TABLE
            if (bestMove != null)
            {
                _transpositionTable.AddEntry(boardHashCode, ply, alpha, elementType, bestMove.X, bestMove.Y);
            }
            else
            {
                _transpositionTable.AddEntry(boardHashCode, ply, alpha, elementType, -1, -1);
            }
#endif

            return(alpha);
        }
Esempio n. 5
0
        private void X_MouseDown(object sender, MouseButtonEventArgs e)
        {
            Tuple <int, int> coords = ((Tuple <int, int>)((Rectangle)sender).DataContext); //Extracting coords from Rectangle DataContext.
            int boardX = coords.Item1 - 1;                                                 //GridX to BoardX
            int boardY = coords.Item2 - 1;                                                 //GridY to BoardY

            if (board.IsPlayable(boardX, boardY, isWhiteTurn))
            {
                // push step on undostack
                stackUndo.Push(new Tuple <int[], bool>(board.GetValues(), isWhiteTurn));
                // clean redo stack
                stackRedo.Clear();

                board.PlayMove(boardX, boardY, isWhiteTurn);
                UpdateTurn();
                //board.UpdateNextPossibleMoves(isWhiteTurn ? 1 : -1);
                //DisplayBoard();

                if (IAGame)
                {
                    int[,] game = board.GetBoard();
                    Tuple <int, int> play = board.GetNextMove(game, 5, isWhiteTurn);
                    board.PlayMove(play.Item1, play.Item2, isWhiteTurn);
                    UpdateTurn();
                    board.UpdateNextPossibleMoves(isWhiteTurn ? 1 : -1);
                }

                // Blocked player part
                if (board.NextPossibleMoves.Count() == 0)
                {
                    whiteBlocked = blackBlocked = true;
                    if (isWhiteTurn)
                    {
                        swWhitePlayer.Stop();
                    }
                    else
                    {
                        swBlackPlayer.Stop();
                    }
                }
                else
                {
                    if (isWhiteTurn)
                    {
                        swWhitePlayer.Start();
                        swBlackPlayer.Stop();
                    }
                    else
                    {
                        swWhitePlayer.Stop();
                        swBlackPlayer.Start();
                    }
                }
                DisplayBoard();
            }
            UpdateScore();

            if (whiteBlocked ^ blackBlocked)
            {
                string turn    = isWhiteTurn ? "White" : "Black";
                string notTurn = isWhiteTurn ? "Black" : "White";
                MessageBox.Show($"No possible move for {notTurn} !\n{turn} can keep playing.");
            }
            if (whiteBlocked && blackBlocked)
            {
                int sWhite = Convert.ToInt32(ScoreJ1.Content);
                int sBlack = Convert.ToInt32(ScoreJ2.Content);
                if (sWhite != sBlack)
                {
                    string winner = "";
                    winner = sWhite > sBlack ? "White" : "Black";
                    MessageBox.Show($"GAME !\n{winner} wins !!!");
                }
                else
                {
                    MessageBox.Show("Tie game !");
                }
            }
        }