Exemplo n.º 1
0
        private double Mini(int depth, List <Piece> player1, List <Piece> player2, double alpha, double beta)
        {
            if (depth == 0)
            {
                return(Evaluator.Evaluate(player1, player2));
            }

            for (int i = 0; i < player1.Count; i++)
            {
                var piece = player1[i];
                foreach (var point in AvailableMovesFinder.GetPossibleMoves(player2, player1, piece))
                {
                    var oldPieceX = piece.X;
                    var oldPieceY = piece.Y;
                    piece.X = point.X;
                    piece.Y = point.Y;

                    var   takenPieceIndex = player2.FindIndex(0, player2.Count, p => p.X == point.X && p.Y == point.Y);
                    Piece takenPiece      = default(Piece);
                    if (takenPieceIndex >= 0)
                    {
                        takenPiece = player2[takenPieceIndex];
                        player2.RemoveAt(takenPieceIndex);
                    }

                    double value = Maxi(depth - 1, player1, player2, alpha, beta);
                    piece.X = oldPieceX;
                    piece.Y = oldPieceY;

                    if (takenPieceIndex >= 0)
                    {
                        player2.Insert(takenPieceIndex, takenPiece);
                    }

                    if (value < beta)
                    {
                        beta = value;
                    }
                    if (beta <= alpha)
                    {
                        break;
                    }
                }
            }

            return(beta);
        }
Exemplo n.º 2
0
        private double Maxi(int depth, List <Piece> player1, List <Piece> player2, double alpha, double beta)
        {
            if (depth == 0)
            {
                return(Evaluator.Evaluate(player1, player2));
            }

            for (int i = 0; i < player2.Count; i++)
            {
                var piece = player2[i];
                foreach (var point in AvailableMovesFinder.GetPossibleMoves(player1, player2, piece))
                {
                    //store the old location of the current piece
                    var oldPieceX = piece.X;
                    var oldPieceY = piece.Y;

                    //move the current piece
                    piece.X = point.X;
                    piece.Y = point.Y;

                    //remove any pieces from the opponent that the current piece landed on
                    var   takenPieceIndex = player1.FindIndex(0, player1.Count, p => p.X == point.X && p.Y == point.Y);
                    Piece takenPiece      = default(Piece);
                    if (takenPieceIndex >= 0)
                    {
                        takenPiece = player1[takenPieceIndex];
                        player1.RemoveAt(takenPieceIndex);
                    }

                    double value = Mini(depth - 1, player1, player2, alpha, beta);

                    //reset pieces to original location
                    piece.X = oldPieceX;
                    piece.Y = oldPieceY;
                    if (takenPieceIndex >= 0)
                    {
                        player1.Insert(takenPieceIndex, takenPiece);
                    }

                    //set alpha to be the max value for this node's children
                    if (value > alpha)
                    {
                        alpha = value;
                        if (MaxDepth == depth)
                        {
                            _moveToMake.FromX = piece.X;
                            _moveToMake.FromY = piece.Y;
                            _moveToMake.DestX = point.X;
                            _moveToMake.DestY = point.Y;
                        }
                    }

                    if (beta <= alpha)
                    {
                        break;
                    }
                }
            }

            return(alpha);
        }