public FormMain(GameRules rules, Desk desk, Engine engine) { Application.ApplicationExit += new EventHandler(OnApplicationExit); this.rules = rules; this.desk = desk; this.engine = engine; pieces = new PictureBox[rules.getDeskSize(), rules.getDeskSize()]; playerWhiteControls = GameVar.PLAYER_HUMAN; playerBlackControls = GameVar.PLAYER_HUMAN; gameTimer = new System.Windows.Forms.Timer(); gameTimer.Interval = 1000; gameTimer.Tick += new EventHandler(gameTimer_Tick); formNewGame = new formNewGame(); formNewGame.buttonStart_Invoked += buttonNewGame_Click; formSettings = new formSettings(); formSettings.buttonSave_Clicked += buttonSettingsSave_Click; InitializeComponent(); setUpPieces(); resetGameInfo(); resetGameTimer(); aiButtonsDisable(); }
public Move getBestMove(Desk desk, GameRules rules) { movesInspected = 0; int topMoveScore = int.MinValue; int currentScore = 0; short currentPlayer = desk.getCurrentPlayer(); short oppositePlayer = rules.getOppositePlayer(currentPlayer); bool maximizingPlayer = false; ArrayList topMoves = new ArrayList(); //check game end - both players have some fields and at least one can move if (rules.isGameEnd(desk)) { return(null); } ArrayList possiblePlayerMoves = rules.getPossibleMoves(desk, currentPlayer); if (possiblePlayerMoves.Count == 0) //no possible moves for current player, switch to another player { possiblePlayerMoves = rules.getPossibleMoves(desk, oppositePlayer); oppositePlayer = currentPlayer; maximizingPlayer = !maximizingPlayer; } //loop possible moves foreach (Move move in possiblePlayerMoves) { //try the move and run minimax desk.makeMove(move); currentScore = minimax(desk, rules, depthMax, oppositePlayer, maximizingPlayer); desk.undoMove(move); if (currentScore > topMoveScore) //new top move found { topMoveScore = currentScore; topMoves.Clear(); topMoves.Add(move); } else if (currentScore == topMoveScore) //more moves with same value found { topMoves.Add(move); } } if (!randomMoveSelection) { return((Move)topMoves[0]); } //pick randomly one of the top moves Random r = new Random(); return((Move)topMoves[r.Next(0, topMoves.Count)]); }
static void Main() { //set up game and desk GameRules rules = new GameRules(); Desk desk = new Desk(rules.getDeskSize(), rules.getPiecesPerPlayer()); Engine engine = new Engine(); Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); Application.Run(new FormMain(rules, desk, engine)); }
private int minimax(Desk desk, GameRules rules, int depth, short currentPlayer, bool maximizingPlayer) { movesInspected++; short oppositePlayer = rules.getOppositePlayer(currentPlayer); if (rules.isGameEnd(desk)) //check game end - both players have some fields and at least one can move { short nextPlayer = rules.getNextPlayer(desk); if (desk.getPlayerFields(GameVar.PLAYER_WHITE).Count != 0 && desk.getPlayerFields(GameVar.PLAYER_BLACK).Count != 0 && nextPlayer == -1) { return(0); //draw, neither of players can move } if (maximizingPlayer) { return(int.MinValue + depthMax - depth); } return(int.MaxValue - depthMax + depth); } if (depth == 0) //check depth level, return eval of current position { if (maximizingPlayer) { return(-rules.getGameEvaluation(desk, oppositePlayer)); } return(rules.getGameEvaluation(desk, oppositePlayer)); } //get new possible moves, make the moves and call recursively minmax ArrayList possibleMoves = rules.getPossibleMoves(desk, currentPlayer); int bestVal = 0; int currentVal = 0; //current player has no possible moves, play "nothing" and call minimax if (possibleMoves.Count == 0) { if (maximizingPlayer) { bestVal = int.MinValue; currentVal = minimax(desk, rules, depth, oppositePlayer, false); bestVal = Math.Max(bestVal, currentVal); } else { bestVal = int.MaxValue; currentVal = minimax(desk, rules, depth, oppositePlayer, true); bestVal = Math.Min(bestVal, currentVal); } return(bestVal); } if (maximizingPlayer) //current player's best move, looking for the highest rating move { bestVal = int.MinValue; foreach (Move move in possibleMoves) { desk.makeMove(move); currentVal = minimax(desk, rules, depth - 1, oppositePlayer, false); desk.undoMove(move); bestVal = Math.Max(bestVal, currentVal); } } else //opposite player's best move - the worst move for current player, looking for the lowest rating move { bestVal = int.MaxValue; foreach (Move move in possibleMoves) { desk.makeMove(move); currentVal = minimax(desk, rules, depth - 1, oppositePlayer, true); desk.undoMove(move); bestVal = Math.Min(bestVal, currentVal); } } return(bestVal); }