//randomly picks a piece (used for random opponent) public Piece RandomPickPiece(Board b, AvailablePieces av) { Piece[] pieces = av.RemainingPieces; int count = av.GetRemainingCount(); int rng = rnd.Next(count - 1); int it = 0; foreach (Piece p in pieces) { if (rng == it) { if (p == null) { continue; } else { return(p); } } if (p != null) { it++; } } return(null); }
//original attempt at MinMax pick, not used anymore public Piece RecursivePickPiece(Board b, AvailablePieces av) { List <int[]> playableLocations = b.GetOpenSpots(); Dictionary <Piece, double> evaluationDict = new Dictionary <Piece, double>(); int piecesLeft = av.GetRemainingCount(); /*foreach (Piece temp in av.RemainingPieces) * { * if (temp != null) { piecesLeft++; } * }*/ //int searchDepth = Convert.ToInt32(Math.Floor(Convert.ToDecimal(av.RemainingPieces.Length / piecesLeft))); int searchDepth = 2; foreach (Piece p in av.RemainingPieces) { if (p != null) { double value = 0; Dictionary <Piece, double> abc = RecursivePickEvaluation(b, av, searchDepth); foreach (KeyValuePair <Piece, double> i in abc) { value += i.Value; } evaluationDict.Add(p, value); } } List <Piece> sorted = evaluationDict.OrderBy(x => x.Value).ToDictionary(pair => pair.Key).Keys.ToList(); return(sorted[0]); }
//original attempt at MinMax play, no longer used public int[] RecursivePlayPiece(Board b, Piece p, AvailablePieces a) { List <int[]> playableLocations = b.GetOpenSpots(); Dictionary <int[], double> staticEval = new Dictionary <int[], double>(); List <int[]> playableSubset; foreach (int[] i in playableLocations) { staticEval.Add(i, StaticPlayEvaluate(b, p, i, a)); } int piecesLeft = a.GetRemainingCount(); int searchDepth; if (piecesLeft > 0) { searchDepth = Convert.ToInt32(Math.Floor(Convert.ToDecimal(a.RemainingPieces.Length / (piecesLeft)))); if (searchDepth > 4) { searchDepth = 4; } } else { searchDepth = 0; } playableSubset = staticEval.OrderByDescending(x => x.Value).ToDictionary(x => x.Key).Keys.ToList().Take(Convert.ToInt32(Math.Ceiling(Convert.ToDecimal(a.GetRemainingCount() * 1 / (4 - searchDepth + 1))))).ToList(); Dictionary <int[], double> evaluationDict = new Dictionary <int[], double>(); /*foreach(Piece temp in a.RemainingPieces) * { * if (temp != null) { piecesLeft++; } * }*/ foreach (int[] coordinates in playableSubset) { double value = 0; Dictionary <int[], double> abc = RecursivePlayEvaluation(b, p, a, searchDepth); foreach (KeyValuePair <int[], double> i in abc) { value += i.Value; } evaluationDict.Add(coordinates, value); } List <int[]> sorted = evaluationDict.OrderByDescending(x => x.Value).ToDictionary(pair => pair.Key).Keys.ToList(); if (sorted.Count == 0) { return(PlayPiece(b, p, a)); } return(sorted[0]); }
//Evaluation Function for placing a piece public double StaticPlayEvaluate(Board b, Piece p, int[] coordinates, AvailablePieces a) { double v1 = Coefficients[0] * EvaluationFunctions.BinarySum(EvaluationFunctions.CommonProperties(EvaluationFunctions.EvaluationDirection.Row, b, coordinates[0], coordinates[1])); double v2 = Coefficients[1] * EvaluationFunctions.BinarySum(EvaluationFunctions.CommonProperties(EvaluationFunctions.EvaluationDirection.Column, b, coordinates[0], coordinates[1])); double v3 = Coefficients[2] * EvaluationFunctions.BinarySum(EvaluationFunctions.CommonProperties(EvaluationFunctions.EvaluationDirection.Diagonal, b, coordinates[0], coordinates[1])); double v4 = Coefficients[3] * EvaluationFunctions.SpotsRemaining(EvaluationFunctions.EvaluationDirection.Row, b, coordinates[0], coordinates[1]); double v5 = Coefficients[4] * EvaluationFunctions.SpotsRemaining(EvaluationFunctions.EvaluationDirection.Column, b, coordinates[0], coordinates[1]); double v6 = Coefficients[5] * EvaluationFunctions.SpotsRemaining(EvaluationFunctions.EvaluationDirection.Diagonal, b, coordinates[0], coordinates[1]); double v7 = Coefficients[6] * a.GetRemainingCount(); double v8 = Coefficients[7] * EvaluationFunctions.CommonPiecesRemaining(EvaluationFunctions.EvaluationDirection.Row, b, a.RemainingPieces, coordinates[0], coordinates[1]); double v9 = Coefficients[8] * EvaluationFunctions.CommonPiecesRemaining(EvaluationFunctions.EvaluationDirection.Column, b, a.RemainingPieces, coordinates[0], coordinates[1]); double v10 = Coefficients[9] * EvaluationFunctions.CommonPiecesRemaining(EvaluationFunctions.EvaluationDirection.Diagonal, b, a.RemainingPieces, coordinates[0], coordinates[1]); int v11 = EvaluationFunctions.Winnable(EvaluationFunctions.EvaluationDirection.Diagonal, b, coordinates[0], coordinates[1]); int v12 = EvaluationFunctions.WinningMoveAvailable(p, b, coordinates); //return v1 + v2 + v3 + v4 + v5 + v6 + v7 + v8 + v9 + v10; return((v1 * v4 * v8) + (v2 * v5 * v9) + (v3 * v6 * v10 * v11) + v12); //return (v1 * v8 - v4) + (v2 * v9 - v5) + (v3 * v10 * v11 - v6); }