private MinimaxResult MiniMaxAlg(int depth, bool isComputer, HexBoard board) { BoardCache boardCache = new BoardCache(board.Size); MinimaxResult bestResult = null; Location cutOffMove = Location.Null; // az ures cellakat tartalmazza var possibleMoves = candidateMovesFinder.CandidateMoves(board, depth); foreach (Location move in possibleMoves) { if (!move.IsNull()) { // nem az eredetit modositom meg, hanem letrehozok egyet a peldajara HexBoard board1 = new HexBoard(board.Size); board1.CopyStateFrom(board); board1.PlayMove(move, isComputer); // itt szamolja ki az allast PathLengthBase staticAnalysis = this.pathLengthFactory.CreatePathLength(board1); int situationScore = staticAnalysis.SituationScore(); MinimaxResult moveScore = new MinimaxResult(situationScore); if (depth <= 1 || MoveScoreConverter.IsWin(situationScore)) { moveScore = new MinimaxResult(situationScore); } else { if (depth > 1) { // rekurzio moveScore = MiniMaxAlg(depth--, !isComputer, board1); moveScore.MoveWins(); } } moveScore.Move = move; // Itt nezem meg, hogy a minimum kell nekunk, vagy a maximum if (bestResult == null || MoveScoreConverter.MinOrMax(moveScore.Score, bestResult.Score, isComputer)) { bestResult = new MinimaxResult(move, moveScore); } alpha = CheckAlpha(moveScore.Score, isComputer); if (IsAlphaBetaCutoff(isComputer)) { cutOffMove = move; bestResult.Score = alpha; break; } } else { break; } } if (bestResult != null) { GoodMoves.AddGoodMove(depth, bestResult.Move); } if (cutOffMove != Location.Null) { GoodMoves.AddGoodMove(depth, cutOffMove); } return(bestResult); }