/// <summary> /// Implementation of the minimax algorithm. Determines the best move for the current /// board by playing every move combination until the end of the game. /// </summary> public static Space GetBestMove(GameBoard gb, Player p) { Space? bestSpace = null; List <Space> openSpaces = gb.OpenSquares; GameBoard newBoard; for (int i = 0; i < openSpaces.Count; i++) { newBoard = gb.Clone(); Space newSpace = openSpaces[i]; newBoard[newSpace.X, newSpace.Y] = p; if (newBoard.Winner == Player.Open && newBoard.OpenSquares.Count > 0) { Space tempMove = GetBestMove(newBoard, ((Player)(-(int)p))); //a little hacky, inverts the current player newSpace.Rank = tempMove.Rank; } else { if (newBoard.Winner == Player.Open) { newSpace.Rank = 0; } else if (newBoard.Winner == Player.X) { newSpace.Rank = -1; } else if (newBoard.Winner == Player.O) { newSpace.Rank = 1; } } //If the new move is better than our previous move, take it if (bestSpace == null || (p == Player.X && newSpace.Rank < ((Space)bestSpace).Rank) || (p == Player.O && newSpace.Rank > ((Space)bestSpace).Rank)) { bestSpace = newSpace; } } return((Space)bestSpace); }
public static Space GetBestMove(GameBoard gb, Player p) { Space? bestSpace = null; List <Space> openSpaces = gb.OpenSquares; GameBoard newBoard; for (int i = 0; i < openSpaces.Count; i++) { newBoard = gb.Clone(); Space newSpace = openSpaces[i]; newBoard[newSpace.X, newSpace.Y] = p; if (newBoard.Winner == Player.Open && newBoard.OpenSquares.Count > 0) { Space tempMove = GetBestMove(newBoard, ((Player)(-(int)p))); newSpace.Rank = tempMove.Rank; } else { if (newBoard.Winner == Player.Open) { newSpace.Rank = 0; } else if (newBoard.Winner == Player.X) { newSpace.Rank = -1; } else if (newBoard.Winner == Player.O) { newSpace.Rank = 1; } } if (bestSpace == null || (p == Player.X && newSpace.Rank < ((Space)bestSpace).Rank) || (p == Player.O && newSpace.Rank > ((Space)bestSpace).Rank)) { bestSpace = newSpace; } } return((Space)bestSpace); }
/// <summary> /// Implementation of the minimax algorithm. Determines the best move for the current /// board by playing every move combination until the end of the game. /// </summary> public static Space GetBestMove(GameBoard gb, Player p) { Space? bestSpace = null; List<Space> openSpaces = gb.OpenSquares; GameBoard newBoard; for (int i = 0; i < openSpaces.Count; i++) { newBoard = gb.Clone(); Space newSpace = openSpaces[i]; newBoard[newSpace.X, newSpace.Y] = p; if (newBoard.Winner == Player.Open && newBoard.OpenSquares.Count > 0) { Space tempMove = GetBestMove(newBoard, ((Player)(-(int)p))); //a little hacky, inverts the current player newSpace.Rank = tempMove.Rank; } else { if (newBoard.Winner == Player.Open) newSpace.Rank = 0; else if (newBoard.Winner == Player.X) newSpace.Rank = -1; else if (newBoard.Winner == Player.O) newSpace.Rank = 1; } //If the new move is better than our previous move, take it if (bestSpace == null || (p == Player.X && newSpace.Rank < ((Space)bestSpace).Rank) || (p == Player.O && newSpace.Rank > ((Space)bestSpace).Rank)) { bestSpace = newSpace; } } return (Space)bestSpace; }