int MinValue(CheckerBoard currentBoard, int depth, int alpha, int beta, int currentPlayer) { if (_nodeGeneration % 10000 == 0 && _nodeGeneration != 0) { Console.WriteLine("Max Depth: {0}", _maxDepth); Console.WriteLine("# of Pruning in Max: {0}", _maxPruning); Console.WriteLine("# of Pruning in Min: {0}", _minPruning); Console.WriteLine("# of Node Generated: {0}", _nodeGeneration); Console.WriteLine("Time Elapsed: {0}", TimeElapsed); } CheckerStatus status = currentBoard.GetStatus(_currentTurn); if (status != CheckerStatus.Continue) { return((int)status); } _maxDepth = Math.Max(_maxDepth, depth); if (depth == Difficulty) { return(currentBoard.EvaluateBoard(_currentTurn)); } int v = 999; //For each movable piece for (var i = 0; i < currentBoard.MovablePieces[currentPlayer].Count(); i++) { //for each possible positions that the piece can go for (var j = 0; j < currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]].Count(); j++) { _nodeGeneration++; //For each possible move make a new checkerboard and move it var newCheckerBoard = new CheckerBoard(currentBoard); var selectedPiece = newCheckerBoard.GetCheckerPiece(currentBoard.MovablePieces[currentPlayer][i].Row, currentBoard.MovablePieces[currentPlayer][i].Col); newCheckerBoard.SelectedPiece = selectedPiece; newCheckerBoard.HandleMove(currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]][j]); newCheckerBoard.CheckAllAvailableMoves(); int nextTurn = newCheckerBoard.AINextTurn(currentPlayer); v = Math.Min(v, MaxValue(newCheckerBoard, depth + 1, alpha, beta, nextTurn)); //pruning if (v <= alpha) { _minPruning++; return(v); } if (v < beta) { beta = v; if (currentBoard == _checkerBoard) { _bestMoveSet = currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]][j]; _bestPiece = currentBoard.MovablePieces[currentPlayer][i]; } } } } return(v); }
//Gets the Max Value int MaxValue(CheckerBoard currentBoard, int depth, int alpha, int beta, int currentPlayer) { if (_nodeGeneration % 10000 == 0 && _nodeGeneration != 0) { Console.WriteLine("Max Depth: {0}", _maxDepth); Console.WriteLine("# of Pruning in Max: {0}", _maxPruning); Console.WriteLine("# of Pruning in Min: {0}", _minPruning); Console.WriteLine("# of Node Generated: {0}", _nodeGeneration); Console.WriteLine("Time Elapsed: {0}", TimeElapsed); } //Checks to see if it is a utility value CheckerStatus status = currentBoard.GetStatus(_currentTurn); //If it is return the value if (status != CheckerStatus.Continue) { return((int)status); } _maxDepth = Math.Max(_maxDepth, depth); //Depth Limiter if (depth == Difficulty) { return(currentBoard.EvaluateBoard(_currentTurn)); } var v = -999; //Iterate through every movable pieces for (var i = 0; i < currentBoard.MovablePieces[currentPlayer].Count(); i++) { //Iterate through every possible move for the selected piece for (var j = 0; j < currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]].Count(); j++) { //Increment node counter _nodeGeneration++; //For each possible move make a new checkerboard and move it var newCheckerBoard = new CheckerBoard(currentBoard); //Select the piece that will be moved var selectedPiece = newCheckerBoard.GetCheckerPiece(currentBoard.MovablePieces[currentPlayer][i].Row, currentBoard.MovablePieces[currentPlayer][i].Col); newCheckerBoard.SelectedPiece = selectedPiece; //Move the piece to a piece location newCheckerBoard.HandleMove(currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]][j]); newCheckerBoard.CheckAllAvailableMoves(); var nextTurn = newCheckerBoard.AINextTurn(currentPlayer); v = Math.Max(v, MinValue(newCheckerBoard, depth + 1, alpha, beta, nextTurn)); if (v >= beta) { _maxPruning++; return(v); } if (v > alpha) { alpha = v; if (currentBoard == _checkerBoard) { _bestMoveSet = currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]][j]; _bestPiece = currentBoard.MovablePieces[currentPlayer][i]; } } } } return(v); }
int MinValue(CheckerBoard currentBoard, int depth, int alpha, int beta, int currentPlayer) { if (_nodeGeneration % 10000 == 0 && _nodeGeneration != 0) { Console.WriteLine("Max Depth: {0}", _maxDepth); Console.WriteLine("# of Pruning in Max: {0}", _maxPruning); Console.WriteLine("# of Pruning in Min: {0}", _minPruning); Console.WriteLine("# of Node Generated: {0}", _nodeGeneration); Console.WriteLine("Time Elapsed: {0}", TimeElapsed); } CheckerStatus status = currentBoard.GetStatus(_currentTurn); if (status != CheckerStatus.Continue) { return (int) status; } _maxDepth = Math.Max(_maxDepth, depth); if (depth == Difficulty ) return currentBoard.EvaluateBoard(_currentTurn); int v = 999; //For each movable piece for (var i = 0; i < currentBoard.MovablePieces[currentPlayer].Count(); i++) { //for each possible positions that the piece can go for (var j = 0; j < currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]].Count(); j++) { _nodeGeneration++; //For each possible move make a new checkerboard and move it var newCheckerBoard = new CheckerBoard(currentBoard); var selectedPiece = newCheckerBoard.GetCheckerPiece(currentBoard.MovablePieces[currentPlayer][i].Row, currentBoard.MovablePieces[currentPlayer][i].Col); newCheckerBoard.SelectedPiece = selectedPiece; newCheckerBoard.HandleMove(currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]][j]); newCheckerBoard.CheckAllAvailableMoves(); int nextTurn = newCheckerBoard.AINextTurn(currentPlayer); v = Math.Min(v, MaxValue(newCheckerBoard, depth + 1, alpha, beta, nextTurn)); //pruning if (v <= alpha) { _minPruning++; return v; } if (v < beta) { beta = v; if (currentBoard == _checkerBoard) { _bestMoveSet = currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]][j]; _bestPiece = currentBoard.MovablePieces[currentPlayer][i]; } } } } return v; }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { var delta = (float)gameTime.ElapsedGameTime.TotalSeconds; TimeElapsed += delta; // Allows the game to exit if (IsActive) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed) { Exit(); } bolt.Update(gameTime); _screenManager.Update(gameTime); if (CurrentGameStatus == GameStatus.Setup) { if (_setupDialogOff) { _setupDialogOff = false; _setupForm.ShowDialog(); } /* * Renew(); * currentGameStatus = GameStatus.IN_PROGRESS; */ } else if (CurrentGameStatus == GameStatus.InProgress) { CheckerStatus status = _checkerBoard.GetStatus(_currentTurn); if (status != CheckerStatus.Continue) { CurrentGameStatus = GameStatus.GameOver; } if (status == CheckerStatus.Win) { _message = _color[_currentTurn] + " Wins!"; Console.WriteLine("{0} wins!", _color[_currentTurn]); } else if (status == CheckerStatus.Lose) { _message = String.Format("{0} wins!", _color[(_currentTurn + 1) % 2]); Console.WriteLine(_message); } else { if (CurrentVsType == VsType.CpuVsCpu) { if (_oThread == null) { _oThread = new Thread(Ai); _oThread.Start(); } } else if (CurrentVsType == VsType.PlayerVsCpu) { if (PlayerColor != _currentTurn) { if (_oThread == null) { _oThread = new Thread(Ai); _oThread.Start(); } } } } if (_oThread != null) { if (!_oThread.IsAlive) { _oThread.Join(); _oThread = null; //Move to the next turn _currentTurn = _checkerBoard.NextTurn(_currentTurn); } } foreach (var piece in _checkerBoard.AllPieces.Where(piece => piece.Status == CheckerPieceStatus.Dying)) { bolt.EndPoint = new Vector3(_checkerBoard.GetCenterOfTile(piece.Row, piece.Col), 0); break; } foreach (var piece in _checkerBoard.AllPieces.Where(piece => piece.Status == CheckerPieceStatus.Dead)) { _checkerBoard.AllPieces.Remove(piece); break; } if (_checkerBoard.AllPieces.Count(piece => piece.Status == CheckerPieceStatus.Dying) == 0) { bolt.EndPoint = _lightingBoltEnd; } _checkerBoard.Update(gameTime, _cam); } else if (CurrentGameStatus == GameStatus.GameOver) { _timer += delta; if (_particleManager.particleSystems.Count() < MaxFireworks) { if (_timer > .5) { _timer = 0f; _particleManager.Spawn(_particleManager.particleSystemInfoDict["firework"], new Vector2(Rand.Next((int)(GraphicsDevice.Viewport.Width * .1f), (int)(GraphicsDevice.Viewport.Width * .9f)), Rand.Next((int)(GraphicsDevice.Viewport.Height * .1f), (int)(GraphicsDevice.Viewport.Height * .90f))), 1f); } } } _particleManager.Update(gameTime); HandleInput(gameTime); } base.Update(gameTime); }
//Gets the Max Value int MaxValue(CheckerBoard currentBoard, int depth, int alpha, int beta, int currentPlayer) { if (_nodeGeneration % 10000 == 0 && _nodeGeneration !=0) { Console.WriteLine("Max Depth: {0}", _maxDepth); Console.WriteLine("# of Pruning in Max: {0}", _maxPruning); Console.WriteLine("# of Pruning in Min: {0}", _minPruning); Console.WriteLine("# of Node Generated: {0}", _nodeGeneration); Console.WriteLine("Time Elapsed: {0}", TimeElapsed); } //Checks to see if it is a utility value CheckerStatus status = currentBoard.GetStatus(_currentTurn); //If it is return the value if (status != CheckerStatus.Continue) { return (int) status; } _maxDepth = Math.Max(_maxDepth, depth); //Depth Limiter if (depth == Difficulty ) return currentBoard.EvaluateBoard(_currentTurn); var v = -999; //Iterate through every movable pieces for (var i = 0; i < currentBoard.MovablePieces[currentPlayer].Count(); i++) { //Iterate through every possible move for the selected piece for (var j = 0; j < currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]].Count(); j++) { //Increment node counter _nodeGeneration++; //For each possible move make a new checkerboard and move it var newCheckerBoard = new CheckerBoard(currentBoard); //Select the piece that will be moved var selectedPiece = newCheckerBoard.GetCheckerPiece(currentBoard.MovablePieces[currentPlayer][i].Row, currentBoard.MovablePieces[currentPlayer][i].Col); newCheckerBoard.SelectedPiece = selectedPiece; //Move the piece to a piece location newCheckerBoard.HandleMove(currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]][j]); newCheckerBoard.CheckAllAvailableMoves(); var nextTurn = newCheckerBoard.AINextTurn(currentPlayer); v = Math.Max(v, MinValue(newCheckerBoard, depth + 1, alpha, beta, nextTurn)); if (v >= beta) { _maxPruning++; return v; } if (v > alpha) { alpha = v; if (currentBoard == _checkerBoard) { _bestMoveSet = currentBoard.MoveDict[currentBoard.MovablePieces[currentPlayer][i]][j]; _bestPiece = currentBoard.MovablePieces[currentPlayer][i]; } } } } return v; }