public void FiveStepsAwayFromMaxWinning_MaxTurn_MaxWin(int degreeOfParallelism, ParallelismMode parallelismMode, CacheMode cacheMode) { var startState = Connect4TestUtils.GetMaxFiveMovesAwayFromWinningState(); var engine = Connect4TestUtils.GetSearchEngine(degreeOfParallelism, parallelismMode, 1, CacheMode.ReuseCache); var evaluation = engine.Search(startState, 5); Assert.AreEqual(BoardEvaluator.MaxEvaluation, evaluation.Evaluation); Assert.IsTrue(BoardEvaluator.IsWin(((Connect4State)evaluation.StateSequence.Last()).Board, Player.Max), "Should have found a wining state"); Assert.IsTrue(evaluation.AllChildrenAreDeadEnds, "All children should be dead ends"); }
public IEnumerable <Tuple <double, IEnumerable <IState> > > GetNeighbors() { if (BoardEvaluator.IsWin(connect4State.Board, Turn.GetReversePlayer())) { return(new List <Tuple <double, IEnumerable <IState> > >()); } var result = new List <Tuple <double, IEnumerable <IState> > >(); for (int i = 0; i < Connect4State.BoardSize; i++) { result.Add(new Tuple <double, IEnumerable <IState> >(1.0 / Connect4State.BoardSize, GetNeighborsFrom(i))); } return(result); }
public void ThreeStepsAwayFromMaxWinning_MaxTurn_MaxWin(int degreeOfParallelism, ParallelismMode parallelismMode) { var startState = new Connect4State(new[, ] { { Player.Empty, Player.Empty, Player.Empty, Player.Max, Player.Max, Player.Empty }, { Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, { Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, { Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, { Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, { Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, }, Player.Max); var engine = Connect4TestUtils.GetSearchEngine(degreeOfParallelism, parallelismMode); var evaluation = engine.Search(startState, 3); Assert.IsTrue(BoardEvaluator.IsWin(((Connect4State)evaluation.StateSequence.Last()).Board, Player.Max), "Should have found a wining state"); }
public void OneStepAwayFromMaxWinning_MaxTurn_MaxWin(int degreeOfParallelism, ParallelismMode parallelismMode) { var startState = new Connect4State(new[, ] { { Player.Empty, Player.Max, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, { Player.Empty, Player.Max, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, { Player.Empty, Player.Max, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, { Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, { Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, { Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty, Player.Empty }, }, Player.Max); var engine = Connect4TestUtils.GetSearchEngine(degreeOfParallelism, parallelismMode); var evaluation = engine.Search(startState, 2); Assert.IsTrue(BoardEvaluator.IsWin(((Connect4State)evaluation.NextMove).Board, Player.Max), "Should have found a wining state"); Assert.AreEqual(1, evaluation.StateSequence.Count, "StateSequence should only have one state in it"); }
public IEnumerable <IState> GetNeighbors() { if (BoardEvaluator.IsWin(Board, Turn.GetReversePlayer())) { return(new List <IDeterministicState>()); } var result = new List <Connect4State>(); for (int i = 0; i < BoardSize; i++) { var newState = AddPieceTo(i); if (newState != null) { result.Add(newState); } } return(result); }
public void NewGame_NoOneCanWin(int degreeOfParallelism, ParallelismMode parallelismMode) { var startState = new Connect4State(Connect4TestUtils.GetEmptyBoard(), Player.Max); var engine = Connect4TestUtils.GetSearchEngine(degreeOfParallelism, parallelismMode); var evaluation = engine.Search(startState, 7); Assert.IsFalse(BoardEvaluator.IsWin(((Connect4State)evaluation.StateSequence.Last()).Board, Player.Max)); Assert.IsFalse(evaluation.FullTreeSearchedOrPruned); Assert.IsFalse(evaluation.AllChildrenAreDeadEnds); if (degreeOfParallelism == 1) { //Check that the our optimizations are working Assert.IsTrue(evaluation.Leaves < 26000, "Too many leaves in search. Leaves = " + evaluation.Leaves); Assert.IsTrue(evaluation.InternalNodes < 10000, "Too many intarnal nodes in search. Nodes = " + evaluation.InternalNodes); } // Too few leaves or internal nodes means that something went wrong Assert.IsTrue(evaluation.Leaves > 1000, "Too few leaves in search. Leaves = " + evaluation.Leaves); Assert.IsTrue(evaluation.InternalNodes > 1000, "Too few intarnal nodes in search. Nodes = " + evaluation.InternalNodes); }