Esempio n. 1
0
        private bool CheckTreeNodeToStopCalculation(SolvingTreeNode treeNode)
        {
            if (treeNode.TreeNodeDepth == CalculationDepth)
            {
                return(false);
            }
            int?parentPreviewWeight = treeNode.ParentNode.PreviewGameStateWeight;

            if (!parentPreviewWeight.HasValue)
            {
                return(false);
            }
            if (treeNode.TreeNodeDepth % 2 == 0)
            {
                if (treeNode.PreviewGameStateWeight >= parentPreviewWeight)
                {
                    return(true);
                }
                return(false);
            }
            else
            {
                if (treeNode.PreviewGameStateWeight <= parentPreviewWeight)
                {
                    return(true);
                }
                return(false);
            }
        }
Esempio n. 2
0
 private bool TrySetPreviewWeightForNode(SolvingTreeNode treeNode, int previewWeight)
 {
     if (!treeNode.PreviewGameStateWeight.HasValue)
     {
         treeNode.PreviewGameStateWeight = previewWeight;
         return(true);
     }
     if (treeNode.TreeNodeDepth % 2 == 0)
     {
         if (previewWeight > treeNode.PreviewGameStateWeight.Value)
         {
             treeNode.PreviewGameStateWeight = previewWeight;
             return(true);
         }
         return(false);
     }
     else
     {
         if (previewWeight < treeNode.PreviewGameStateWeight.Value)
         {
             treeNode.PreviewGameStateWeight = previewWeight;
             return(true);
         }
         return(false);
     }
 }
Esempio n. 3
0
        private (bool continueToParent, bool checkNeeded) TryPushWeightToParentCells(SolvingTreeNode currentNode)
        {
            if (currentNode.ParentNode == null)
            {
                return(false, false);
            }
            var cellParent = currentNode.ParentNode;
            LinkedListNode <SolvingTreeNode> currentChild = cellParent.ChildrenNodes.First;

            if (currentChild == null || !currentChild.Value.GameStateWeight.HasValue)
            {
                return(false, false);
            }
            int value = currentChild.Value.GameStateWeight.Value;

            bool checkNeeded = false;

            if (UseAlphaBetaProcedure)
            {
                checkNeeded = TrySetPreviewWeightForNode(cellParent, value);
            }

            currentChild = currentChild.Next;
            while (currentChild != null)
            {
                if (!currentChild.Value.GameStateWeight.HasValue)
                {
                    return(false, checkNeeded);
                }
                if (currentNode.TreeNodeDepth % 2 == 0)
                {
                    value = Math.Max(value, currentChild.Value.GameStateWeight.Value);
                }
                else
                {
                    value = Math.Min(value, currentChild.Value.GameStateWeight.Value);
                }

                if (UseAlphaBetaProcedure)
                {
                    var tmpCheck = TrySetPreviewWeightForNode(currentNode, value);
                    if (!checkNeeded)
                    {
                        checkNeeded = tmpCheck;
                    }
                }

                currentChild = currentChild.Next;
            }
            if (cellParent.GameStateWeight.HasValue)
            {
                throw new Exception();
            }
            cellParent.GameStateWeight = value;
            return(true, checkNeeded);
        }
Esempio n. 4
0
        private bool CheckNode(SolvingTreeNode treeNode)
        {
            bool deletionNeeded = CheckTreeNodeToStopCalculation(treeNode);

            if (deletionNeeded)
            {
                treeNode.GameStateWeight = treeNode.PreviewGameStateWeight;
                treeNode.ChildrenNodes.Clear();
                return(true);
            }
            return(false);
        }
Esempio n. 5
0
        private SolvingTreeNode CreateSolvingTree(GameLogic logic)
        {
            Stack <SolvingTreeNode> treeNodes = new Stack <SolvingTreeNode>();
            SolvingTreeNode         head      = new SolvingTreeNode()
            {
                CurrentGameState = logic.Clone() as GameLogic,
                ParentNode       = null,
                GameMoveOwner    = logic.CurrentPlayer,
                ChildrenNodes    = new LinkedList <SolvingTreeNode>(),
                TreeNodeDepth    = 0
            };

            AddChildrenNodes(head, logic);
            LinkedListNode <SolvingTreeNode> currentHeadChild = head.ChildrenNodes.Last;

            while (currentHeadChild != null)
            {
                treeNodes.Push(currentHeadChild.Value);
                currentHeadChild = currentHeadChild.Previous;
            }
            do
            {
                SolvingTreeNode currentNode = treeNodes.Pop();
                if (AddChildrenNodes(currentNode, logic))
                {
                    SolvingTreeNode tmpNode = currentNode;
                    (bool continueToParent, bool checkNeeded)pushingResult = TryPushWeightToParentCells(tmpNode);
                    while (pushingResult.continueToParent)
                    {
                        if (pushingResult.checkNeeded)
                        {
                            CheckNode(tmpNode);
                        }
                        tmpNode       = tmpNode.ParentNode;
                        pushingResult = TryPushWeightToParentCells(tmpNode);
                    }
                }
                LinkedListNode <SolvingTreeNode> currentChild = currentNode.ChildrenNodes.Last;
                while (currentChild != null)
                {
                    treeNodes.Push(currentChild.Value);
                    currentChild = currentChild.Previous;
                }
            } while (treeNodes.Count > 0);
            _logger.Debug("Solving tree created");
            return(head);
        }
Esempio n. 6
0
        public int GetCell(GameLogic logic)
        {
            SolvingTreeNode solvingTreeHead = CreateSolvingTree(logic);
            LinkedListNode <SolvingTreeNode> currentChild = solvingTreeHead.ChildrenNodes.First;
            List <int> solvingVariants = new List <int>();

            while (currentChild != null)
            {
                if (currentChild.Value.GameStateWeight.Value == solvingTreeHead.GameStateWeight.Value)
                {
                    solvingVariants.Add(currentChild.Value.ParentCellNumber);
                }
                currentChild = currentChild.Next;
            }

            int cellNumber = _rand.Next(solvingVariants.Count);

            _logger.Info($"AI solver have choosen cell number {cellNumber}");
            return(solvingVariants[cellNumber]);
            //return solvingVariants[0];
        }
Esempio n. 7
0
 private bool AddChildrenNodes(SolvingTreeNode treeNode, GameLogic logic)
 {
     if (treeNode.TreeNodeDepth == CalculationDepth)
     {
         treeNode.GameStateWeight        = GetWeightFunctionValue(logic.CurrentPlayer, treeNode.CurrentGameState, logic);
         treeNode.PreviewGameStateWeight = treeNode.GameStateWeight;
         return(true);
     }
     for (int i = 0; i < CellsCount; i++)
     {
         GameLogic  logicCopy  = treeNode.CurrentGameState.Clone() as GameLogic;
         MoveResult moveResult = logicCopy.MakeMove(treeNode.GameMoveOwner, i);
         if (moveResult == MoveResult.ImpossibleMove)
         {
             continue;
         }
         IPlayer         childMoveOwner = logic.GetOtherPlayer(treeNode.GameMoveOwner);
         SolvingTreeNode childNode      = new SolvingTreeNode()
         {
             CurrentGameState = logicCopy,
             ParentNode       = treeNode,
             GameMoveOwner    = childMoveOwner,
             ParentCellNumber = i,
             ChildrenNodes    = new LinkedList <SolvingTreeNode>(),
             TreeNodeDepth    = treeNode.TreeNodeDepth + 1
         };
         treeNode.ChildrenNodes.AddLast(childNode);
     }
     if (treeNode.ChildrenNodes.Count == 0)
     {
         treeNode.GameStateWeight        = GetWeightFunctionValue(logic.CurrentPlayer, treeNode.CurrentGameState, logic);
         treeNode.PreviewGameStateWeight = treeNode.GameStateWeight;
         return(true);
     }
     return(false);
 }