private void InitializeBoard() { board = new Board(); }
public void MakeAIMove(Board board) { for (int i = 0; i < BOARDSIZE; i++) this._TempBoard[i] = board.GetPlayer(i); Hashtable hashTable = new Hashtable(); Stopwatch sw = Stopwatch.StartNew(); alphaBeta(this._TempBoard, 0, double.NegativeInfinity, double.PositiveInfinity, hashTable); sw.Stop(); Console.WriteLine("Time taken: " + sw.Elapsed.TotalSeconds + " seconds."); //Console.WriteLine("_Choice: " + _Choice); //Console.WriteLine("_IsClockWise: " + _IsClockWise); //Console.WriteLine("_Quad: " + _Quad); }
private void InitializeBoard() { board = new Board(); winningPoints = new List<Point>(); }
public void MakeAIMove(Board board) { int enemyPieceCount = 0; int computerCount = 0; for (int i = 0; i < BOARDSIZE; i++) { this._TempBoard[i] = board.GetPlayer(i); if (this._TempBoard[i] == 1) enemyPieceCount++; if (this._TempBoard[i] == 2) computerCount++; } Stopwatch sw = null; Thread.Sleep(1000); if (this._DifficultyLevel == Difficulty.Hard && enemyPieceCount == 1 && computerCount == 0) { this._IsClockWise = true; this._Quad = (short)1; if (this._TempBoard[7] == 1) this._Choice = 28; else if (this._TempBoard[10] == 1) this._Choice = 25; else if (this._TempBoard[25] == 1) this._Choice = 10; else if (this._TempBoard[28] == 1) this._Choice = 7; else { sw = Stopwatch.StartNew(); Hashtable hashTable = new Hashtable(); alphaBeta(this._TempBoard, 0, double.NegativeInfinity, double.PositiveInfinity, hashTable); sw.Stop(); Console.WriteLine("Time taken: " + sw.Elapsed.TotalSeconds + " seconds."); Console.WriteLine("Tree max: " + this._MaxTreeDepth); Console.WriteLine("Computer level: " + this._DifficultyLevel); } } else { sw = Stopwatch.StartNew(); Hashtable hashTable = new Hashtable(); alphaBeta(this._TempBoard, 0, double.NegativeInfinity, double.PositiveInfinity, hashTable); sw.Stop(); Console.WriteLine("Time taken: " + sw.Elapsed.TotalSeconds + " seconds."); Console.WriteLine("Tree max: " + this._MaxTreeDepth); Console.WriteLine("Computer level: " + this._DifficultyLevel); } }