void Start() { return; Debug.Log("---"); Game g = new Game(4, 4); g.winCondition = new InARowCondition(Direction.LINE, 3); g.loseCondition = new InARowCondition(Direction.LINE, 2); MCTSAgent p = new MCTSAgent(1); MCTSAgent q = new MCTSAgent(2); g.PrintBoard(); for (int i = 0; i < 5; i++) { p.TakeTurn(g); g.PrintBoard(); if (g.endStatus > 0) { break; } q.TakeTurn(g); g.PrintBoard(); if (g.endStatus > 0) { break; } } Debug.Log(g.endStatus); Debug.Log("---"); }
IEnumerator PauseForOpponent() { allowInteraction = false; //Wait briefly for the AI to take their turn //Brendon Chung tweeted this lovely breakdown of the perception of time //as like a rule of thumb, and it's stuck with me - it's easy to overestimate //https://twitter.com/BlendoGames/status/1105587512297185280 yield return(new WaitForSeconds(0.3f)); npcPlayer.TakeTurn(currentGame, TimeAllottedPerTurn); if (currentGame.endStatus != 0) { SetEndState(); } allowInteraction = true; }