示例#1
0
    public Move MiniMaxRoot(int depth, bool isMaximisingPlayer)
    {
        CellColor color = (CellColor)aiColor;

        if (!isMaximisingPlayer)
        {
            color = (CellColor)opponentColor;
        }

        List <Move> newGameMoves   = grid.GetAvailableMoves(color);
        int         bestMove       = int.MinValue + 1;
        List <Move> bestMovesFound = new List <Move>();

        // loop on all moves available on this board
        for (int i = 0; i < newGameMoves.Count; i++)
        {
            Move move = newGameMoves[i];

            positionCount++;

            grid.DoMove(move);

            int value = -EvaluateGrid(evaluationData, depth);

            if (!IsGameEnded(value))
            {
                // get loop on all moves available on board with this move
                value = MiniMax(depth - 1, int.MinValue + 1, int.MaxValue - 1, !isMaximisingPlayer);
            }

            grid.UndoMove(move);

            // is this move better
            if (value > bestMove)
            {
                bestMove = value;
                bestMovesFound.Clear();
                bestMovesFound.Add(move);
            }
            else if (value == bestMove)
            {
                bestMovesFound.Add(move);
            }
        }

        return(bestMovesFound[Random.Range(0, bestMovesFound.Count - 1)]);
    }
示例#2
0
    public IEnumerator GetBestMove(OptimizedGrid optiGrid, System.Action <Move> toDo)
    {
        grid = optiGrid;

        positionCount = 0;
        timeSpent     = 0;
        float actualTime = Time.realtimeSinceStartup;

        Move bestMove = new Move();
        bool done     = false;

        yield return(new WaitForEndOfFrame());

        List <Vector2> canWinCells = new List <Vector2>();

        // if AI has a 4-0 pattern
        if (grid.CanColorWin(aiColor, out canWinCells))
        {
            // if AI can move to win
            if (grid.CanColorMoveToWin(aiColor, canWinCells, out bestMove))
            {
                grid.DoMove(bestMove);

                if (IsScoreEnoughToWin(aiColor, canWinCells))
                {
                    done = true;
                }

                grid.UndoMove(bestMove);
            }
        }

        // if Player can win next turn
        if (grid.CanColorWin(opponentColor, out canWinCells) && IsScoreEnoughToWin(opponentColor, canWinCells) && !done)
        {
            // if player can move to win next turn
            if (grid.CanColorMoveToWin(opponentColor, canWinCells, out bestMove))
            {
                grid.DoMove(bestMove);
                bool canPlayerWin = IsScoreEnoughToWin(opponentColor, canWinCells);
                grid.UndoMove(bestMove);

                // can AI def it ???
                if (canPlayerWin && grid.CanColorMoveToWin(aiColor, canWinCells, out bestMove))
                {
                    grid.DoMove(bestMove);

                    if (IsScoreEnoughToWin(aiColor, canWinCells))
                    {
                        done = true;
                    }

                    grid.UndoMove(bestMove);
                }
            }
        }

        if (!done)
        {
            int depth = 3;
            bestMove = MiniMaxRoot(depth, true);
        }

        float newTime = Time.realtimeSinceStartup;

        timeSpent = newTime - actualTime;

        Debug.Log(positionCount + " in " + timeSpent);

        toDo(bestMove);
    }