Exemplo n.º 1
0
        //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);
        }
Exemplo n.º 2
0
        //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]);
        }
Exemplo n.º 3
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]);
        }
Exemplo n.º 4
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);
        }