コード例 #1
0
ファイル: AIPlayer.cs プロジェクト: maxolib/tic-tac-toe
        private int Minimax(int _depth, int _value, bool _IsMainPlayer, GameStage _stage, int _alpha, int _beta, PlayerName _mainPlayer)
        {
            if (_depth <= 0)
            {
                return(_value);
            }

            if (_IsMainPlayer)
            {
                int best = MIN_VALUE;
                for (int i = 0; i < _stage.PosiblePosition.Count; i++)
                {
                    var nextStage = _stage.Clone();
                    nextStage.SelectPosition(_stage.PosiblePosition[i]);
                    var wonPlayer = nextStage.CheckWonPlayer();
                    var reward    = _mainPlayer == wonPlayer ? 2 : 1;
                    _value += wonPlayer != PlayerName.None ? reward : 0;
                    nextStage.SetNextPlayer();

                    int value = Minimax(_depth - 1, _value, false, _stage, _alpha, _beta, _mainPlayer);

                    best   = Math.Max(best, value);
                    _alpha = Math.Max(_alpha, best);

                    if (_beta <= _alpha)
                    {
                        break;
                    }
                }
                return(best);
            }
            else
            {
                int best = MAX_VALUE;
                for (int i = 0; i < _stage.PosiblePosition.Count; i++)
                {
                    var nextStage = _stage.Clone();
                    nextStage.SelectPosition(_stage.PosiblePosition[i]);
                    _value += nextStage.CheckWonPlayer() != PlayerName.None ? 1 : 0;

                    int value = Minimax(_depth - 1, _value, true, _stage, _alpha, _beta, _mainPlayer);

                    best  = Math.Min(best, value);
                    _beta = Math.Min(_beta, best);

                    if (_beta <= _alpha)
                    {
                        break;
                    }
                }
                return(best);
            }
        }
コード例 #2
0
ファイル: AIPlayer.cs プロジェクト: maxolib/tic-tac-toe
 // -------------------------------------------------------------------------------------
 // Public Funtion
 public override IObservable <Position> MakeDicision(GameStage _stage, GameTime _gameTime)
 {
     return(Observable.Create <Position>
            (
                _observer =>
     {
         var gameTime = Observable.Timer(TimeSpan.FromSeconds((int)_gameTime)).Subscribe(_ =>
         {
             _observer.OnNext(new Position(-1, -1));
             _observer.OnCompleted();
         });
         var disposable = Observable.Timer(TimeSpan.FromSeconds(0.5f)).Subscribe(_ =>
         {
             var cloneStage = _stage.Clone();
             _observer.OnNext(FindBestSolution(cloneStage));
             _observer.OnCompleted();
         });
         return Disposable.Create(() =>
         {
             gameTime?.Dispose();
             disposable?.Dispose();
         });
     }
            ));
 }
コード例 #3
0
ファイル: AIPlayer.cs プロジェクト: maxolib/tic-tac-toe
        // -------------------------------------------------------------------------------------
        // Private Funtion
        private Position FindBestSolution(GameStage _stage)
        {
            var isMinimax = _stage.Players[0] != _stage.CurrentTurn;
            var bestList  = new List <Position>();

            bestList.Add(_stage.RandomPosition());
            var bestValue = isMinimax ? MAX_VALUE : MIN_VALUE;
            var bestPos   = _stage.RandomPosition();

            for (int i = 0; i < _stage.PosiblePosition.Count; i++)
            {
                var nextStage = _stage.Clone();
                nextStage.SelectPosition(_stage.PosiblePosition[i]);
                nextStage.SetNextPlayer();

                var value = Minimax(3, 0, false, nextStage, MIN_VALUE, MAX_VALUE, _stage.CurrentTurn);
                if (isMinimax)
                {
                    if (bestValue > value)
                    {
                        bestList  = new List <Position>();
                        bestValue = value;
                        bestPos   = _stage.PosiblePosition[i];
                        bestList.Add(_stage.PosiblePosition[i]);
                    }
                    else if (bestValue == value)
                    {
                        bestList.Add(_stage.PosiblePosition[i]);
                    }
                }
                else
                {
                    if (bestValue < value)
                    {
                        bestList  = new List <Position>();
                        bestValue = value;
                        bestPos   = _stage.PosiblePosition[i];
                        bestList.Add(_stage.PosiblePosition[i]);
                    }
                    else if (bestValue == value)
                    {
                        bestList.Add(_stage.PosiblePosition[i]);
                    }
                }
            }
            return(bestList[UnityEngine.Random.Range(0, bestList.Count)]);
        }