Exemplo n.º 1
0
        /// <summary>
        /// Max value search function
        /// </summary>
        /// <param name="state">The current state of the game</param>
        /// <param name="alpha">highest alpha found</param>
        /// <param name="beta">lowest beta found</param>
        /// <param name="depth">depth current state is at</param>
        /// <returns>The best max value</returns>
        public int MaxValue(CheckersGameState state, int alpha, int beta, int depth)
        {
            //increase depth
            depth++;
            maxDepth = (depth > maxDepth) ? depth : maxDepth;
            //Evaluate the state
            int utilityValue = Evaluate(state);

            //If the state is terminal or if the cuttoff is reached, return the value
            if (utilityValue == MAX_INT || utilityValue == MIN_INT ||
                depth == cutoff + iterativeDepth || (DateTime.Now - startTime).TotalSeconds > 55)
            {
                return(utilityValue);
            }
            //integer value used to determine alpha
            int value = MIN_INT;
            //A temporary gamestate to prevent anything in the actual game from changing
            CheckersGameState tempState;

            //The loop below finds every possible action from this state,
            //then using the temporary state, it will do the action,
            //and pass that state into the minValue function to find the largest possible value for alpha
            foreach (CheckersPiece piece in state.moveablePieces)
            {
                state.doGamePieceAction(piece);
                foreach (GameMove action in state.activeGamePiece.getPossibleMoves())
                {
                    tempState = new CheckersGameState(state);
                    nodes++;
                    if (tempState.doTileAction(tempState.gameBoard.getTileAt(action.destinationPosition)) == true)
                    {
                        tempState.activeGamePiece.Update(tempState);
                    }
                    value = Math.Max(value, MinValue(tempState, alpha, beta, depth));

                    //if alpha becomes greater than or equal to beta prune the tree
                    if (value >= beta)
                    {
                        maxPruned++;
                        return(value);
                    }

                    if (alpha < value)
                    {
                        alpha = value;
                        //if we are in the actual state of the game, that means we found a new best move
                        if (depth == 1)
                        {
                            bestMove = action;
                        }
                    }
                }
            }

            return(value);
        }
Exemplo n.º 2
0
 /// <summary>
 /// Copy constructor for a game move.
 /// This constructor is used for creating temporary game states.
 /// </summary>
 /// <param name="move">The move to copy</param>
 public GameMove(GameMove move)
 {
     movePiece      = move.movePiece;
     capturedPieces = new List <CheckersPiece>();
     foreach (CheckersPiece piece in move.capturedPieces)
     {
         capturedPieces.Add(new CheckersPiece(piece));
     }
     destinationPosition = new Vector2(move.destinationPosition.X, move.destinationPosition.Y);
     originalPosition    = new Vector2(move.originalPosition.X, move.originalPosition.Y);
 }
Exemplo n.º 3
0
        /// <summary>
        /// Function that is called whenever it is the turn of the AI to do its move
        /// </summary>
        public void doAiMove()
        {
            if (didAiMove == false)
            {
                bool onlyOneMove = false;
                //Check if theres only 1 moveable piece
                if (currentState.moveablePieces.Count == 1)
                {
                    //If there only 1 moveable piece and only 1 available action, set best move to that move
                    if (currentState.moveablePieces.First().getPossibleMoves().Count == 1)
                    {
                        bestMove    = currentState.moveablePieces.First().getPossibleMoves().First();
                        onlyOneMove = true;
                        Console.WriteLine("Only one move was available - Alpha-beta wasn't required"
                                          + "\n--------------------------------------------------------");
                    }
                }
                //If there is more than one move run algorithm
                if (onlyOneMove == false)
                {
                    int bestMoveValue = AlphaBetaSearch(new CheckersGameState(currentState));

                    //if the algorithm determines that the AI will win or lose regardless of which move,
                    //then make the ai do the first possible move it can
                    if (bestMoveValue == MIN_INT || bestMoveValue == MAX_INT)
                    {
                        bestMove = currentState.moveablePieces.First().getPossibleMoves()[0];
                    }
                    //if algorithm took 50 or more seconds to run, it has reach time cutoff
                    if ((endTime - startTime).TotalSeconds >= 55)
                    {
                        Console.Write("Tree reached time cutoff of 55 seconds"
                                      + "\n--Max Depth: " + maxDepth
                                      + "\n--Cut Off Depth: " + (cutoff + iterativeDepth));

                        //Reached time cutoff - reduce the cutoff by 1/4
                        float actualCutoff = 0.75f * (cutoff + iterativeDepth);
                        iterativeDepth = (((int)actualCutoff - cutoff) > 0) ? (int)actualCutoff - cutoff : 0;
                    }
                    //Else if maxDepth is equal to the cutoff depth, that means the tree reached cutoff level
                    else if (maxDepth == cutoff + iterativeDepth)
                    {
                        Console.Write("Tree reached cut off"
                                      + "\n--Cut Off Depth: " + (cutoff + iterativeDepth));

                        //Since alpha-beta was able to finish in reasonable time (< 50s)
                        // and the cutoff was reached, increased by 1 + (1/4)number of turns passed
                        iterativeDepth = 1 + (int)(currentState.numTurnsPassed * 0.25);
                    }
                    //else the tree completed before reaching cutoff
                    else
                    {
                        Console.Write("Tree completed before reaching cut off"
                                      + "\n--Max Depth: " + maxDepth
                                      + "\n--Cut Off Depth: " + (cutoff + iterativeDepth));
                    }
                    Console.WriteLine("\n--Nodes Generated: " + nodes
                                      + "\n--# times pruning occured in MAX-VALUE: " + maxPruned
                                      + "\n--# times pruning occured in MIN-VALUE: " + minPruned
                                      + "\nFound Move in: " + (endTime - startTime).TotalSeconds
                                      + "seconds\n--------------------------------------------------------");

                    //AI is completed sleep the thread
                    Thread.Sleep(1000);
                }

                //Do the actual move
                CheckersPiece movePiece = bestMove.movePiece;
                currentState.doGamePieceAction(currentState.getPiece(movePiece.getColor(), movePiece.position));
                //Set now to when the delay for the AI to actually do the move to now
                didAiMove   = true;
                aiMoveStart = DateTime.Now;
            }
            else
            {
                //If the delay for an AI to do the move has been reached do the move
                if ((DateTime.Now - aiMoveStart).TotalSeconds > aiTimeDelay)
                {
                    if (currentState.doTileAction(currentState.gameBoard.getTileAt(bestMove.destinationPosition)) == true)
                    {
                        currentState.activeGamePiece.Update(currentState);
                        didAiMove = false;
                    }
                }
            }
        }
Exemplo n.º 4
0
        /// <summary>
        /// Function that will recursively find all the jump sequences possible by this piece
        /// </summary>
        /// <param name="tilePosition">The position of the tile to check jumps from</param>
        /// <param name="gameBoard">The gameboard</param>
        /// <param name="gameState">The current gamestate</param>
        /// <returns>A list of possible jumps</returns>
        public List <GameMove> getJumps(Vector2 tilePosition, CheckersBoard gameBoard, CheckersGameState gameState)
        {
            List <GameMove> jumps = new List <GameMove>();
            //Get all the possible tiles that could result with a jump
            BoardTile topLeftTile         = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y - 1);
            BoardTile topRightTile        = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y - 1);
            BoardTile bottomLeftTile      = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y + 1);
            BoardTile bottomRightTile     = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y + 1);
            BoardTile topLeftJumpTile     = gameBoard.getTileAt((int)tilePosition.X - 2, (int)tilePosition.Y - 2);
            BoardTile topRightJumpTile    = gameBoard.getTileAt((int)tilePosition.X + 2, (int)tilePosition.Y - 2);
            BoardTile bottomLeftJumpTile  = gameBoard.getTileAt((int)tilePosition.X - 2, (int)tilePosition.Y + 2);
            BoardTile bottomRightJumpTile = gameBoard.getTileAt((int)tilePosition.X + 2, (int)tilePosition.Y + 2);

            //Set the enemy color
            PieceColor enemyColor;

            if (this.color == PieceColor.Black)
            {
                enemyColor = PieceColor.White;
            }
            else
            {
                enemyColor = PieceColor.Black;
            }

            //The below four if-elses will basically determine if there was a piece of the enemy color was jumped over
            //by moving to a tile 2 diagonal tiles away. If there was a jump, it will mark the piece that it just jumped over
            //and then recursively look for any other following jumps from that tile.
            if (topLeftTile != null && topLeftTile.getOccupiedStatus() == enemyColor)
            {
                //Get the piece that was jumped over
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, topLeftTile.position);
                if (topLeftJumpTile != null && topLeftJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //mark the piece as jumped over
                    adjacentPiece.justJumpedOver = true;
                    //Find any jumps from the new tile position
                    List <GameMove> sequenceJumps = getJumps(topLeftJumpTile.position, gameBoard, gameState);

                    //If there was no following jump then add the jump to the list of jump
                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, topLeftJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    //Else for each following jump, add the piece the first jump captured to the list of captured pieces
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            //GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            //jump.capturedPieces = jump.capturedPieces;
                            jump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(jump);
                        }
                    }
                }
            }
            if (topRightTile != null && topRightTile.getOccupiedStatus() == enemyColor)
            {
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, topRightTile.position);
                if (topRightJumpTile != null && topRightJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //get any jumps from that tile
                    adjacentPiece.justJumpedOver = true;
                    List <GameMove> sequenceJumps = getJumps(topRightJumpTile.position, gameBoard, gameState);

                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, topRightJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            newJump.capturedPieces = jump.capturedPieces;
                            newJump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(newJump);
                        }
                    }
                }
            }
            if (bottomLeftTile != null && bottomLeftTile.getOccupiedStatus() == enemyColor)
            {
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, bottomLeftTile.position);
                if (bottomLeftJumpTile != null && bottomLeftJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //get any jumps from that tile
                    adjacentPiece.justJumpedOver = true;
                    List <GameMove> sequenceJumps = getJumps(bottomLeftJumpTile.position, gameBoard, gameState);

                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, bottomLeftJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            newJump.capturedPieces = jump.capturedPieces;
                            newJump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(newJump);
                        }
                    }
                }
            }
            if (bottomRightTile != null && bottomRightTile.getOccupiedStatus() == enemyColor)
            {
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, bottomRightTile.position);
                if (bottomRightJumpTile != null && bottomRightJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //get any jumps from that tile
                    adjacentPiece.justJumpedOver = true;
                    List <GameMove> sequenceJumps = getJumps(bottomRightJumpTile.position, gameBoard, gameState);

                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, bottomRightJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            newJump.capturedPieces = jump.capturedPieces;
                            newJump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(newJump);
                        }
                    }
                }
            }

            return(jumps);
        }