示例#1
0
        static int CalculateMoves(GameBoard board)
        {
            /* goes through all the possible moves
             * on a gameboard
             * returns number of moves
             */

            int moves = 0;

            Colour player_colour = Colour.NONE;
            GameBoard.MinMax child_type = GameBoard.MinMax.Null;

            if (board.GetNodeType() == GameBoard.MinMax.Max)
            {
                player_colour = Colour.BLACK;
                child_type = GameBoard.MinMax.Min;
            }else if (board.GetNodeType() == GameBoard.MinMax.Min)
            {
                player_colour = Colour.WHITE;
                child_type = GameBoard.MinMax.Max;
            }

            for (int x = 0; x <= 3; x++)
            {

                for (int y = 0; y <= 3; y++)
                {
                    if (board.ReturnPosition(x,y).stones > 0 && board.ReturnPosition(x,y).colour == player_colour)
                    {
                        //if statement to sort number of stones
                        //1-2 stones = 1 square
                        if (board.ReturnPosition(x, y).stones == 1 || board.ReturnPosition(x, y).stones == 2)
                        {
                            //north
                            int a = x;
                            int b = y + 1;
                            moves = CheckAdjacentMove(board, child_type, player_colour, x, y, a, b, moves);

                            //south
                            a = x;
                            b = y - 1;
                            moves = CheckAdjacentMove(board, child_type, player_colour, x, y, a, b, moves);

                            //east
                            a = x - 1;
                            b = y;
                            moves = CheckAdjacentMove(board, child_type, player_colour, x, y, a, b, moves);

                            //west
                            a = x + 1;
                            b = y;
                            moves = CheckAdjacentMove(board, child_type, player_colour, x, y, a, b, moves);

                            //ne
                            a = x + 1;
                            b = y - 1;
                            moves = CheckAdjacentMove(board, child_type, player_colour, x, y, a, b, moves);

                           //nw
                            a = x - 1;
                            b = y - 1;
                            moves = CheckAdjacentMove(board, child_type, player_colour, x, y, a, b, moves);

                           //se
                            a = x + 1;
                            b = y + 1;
                            moves = CheckAdjacentMove(board, child_type, player_colour, x, y, a, b, moves);

                            //sw
                            a = x - 1;
                            b = y + 1;
                            moves = CheckAdjacentMove(board, child_type, player_colour, x, y, a, b, moves);
                        }
                        else if (board.ReturnPosition(x, y).stones == 3)//3 stones = 2 squares
                        {
                            //north x2
                            int a = x;
                            int b = y + 1;
                            int c = x;
                            int d = y + 2;
                            moves = CheckTwoSquares(board, child_type, player_colour, x, y, a, b, c, d, moves);

                            //south x2
                            a = x;
                            b = y - 1;
                            c = x;
                            d = y - 2;
                            moves = CheckTwoSquares(board, child_type, player_colour, x, y, a, b, c, d, moves);

                            //eastx2
                            a = x - 1;
                            b = y;
                            c = x - 2;
                            d = y;
                            moves = CheckTwoSquares(board, child_type, player_colour, x, y, a, b, c, d, moves);

                            //westx2
                            a = x + 1;
                            b = y;
                            c = x + 2;
                            d = y;
                            moves = CheckTwoSquares(board, child_type, player_colour, x, y, a, b, c, d, moves);

                            //nex2
                            a = x + 1;
                            b = y - 1;
                            c = x + 2;
                            d = y - 2;
                            moves = CheckTwoSquares(board, child_type, player_colour, x, y, a, b, c, d, moves);

                            //nwx2
                            a = x - 1;
                            b = y - 1;
                            c = x - 2;
                            d = y - 2;
                            moves = CheckTwoSquares(board, child_type, player_colour, x, y, a, b, c, d, moves);

                            //se x2
                            a = x + 1;
                            b = y + 1;
                            c = x + 2;
                            d = y + 2;
                            moves = CheckTwoSquares(board, child_type, player_colour, x, y, a, b, c, d, moves);

                            //swx2
                            a = x - 1;
                            b = y + 1;
                            c = x - 2;
                            d = y + 2;
                            moves = CheckTwoSquares(board, child_type, player_colour, x, y, a, b, c, d, moves);
                        }
                        else //  4+ stones = 3 squares
                        {
                            //north x3
                            int a = x;
                            int b = y + 1;
                            int c = x;
                            int d = y + 2;
                            int e = x;
                            int f = y + 3;
                            moves = CheckThreeSquares(board, child_type, player_colour, x, y, a, b, c, d, e, f, moves);

                            //south x3
                            a = x;
                            b = y - 1;
                            c = x;
                            d = y - 2;
                            e = x;
                            f = y - 3;
                            moves = CheckThreeSquares(board, child_type, player_colour, x, y, a, b, c, d, e, f, moves);

                            //westx3
                            a = x - 1;
                            b = y;
                            c = x - 2;
                            d = y;
                            e = x - 3;
                            f = y;
                            moves = CheckThreeSquares(board, child_type, player_colour, x, y, a, b, c, d, e, f, moves);

                            //eastx3
                            a = x + 1;
                            b = y;
                            c = x + 2;
                            d = y;
                            e = x + 3;
                            f = y;
                            moves = CheckThreeSquares(board, child_type, player_colour, x, y, a, b, c, d, e, f, moves);

                            //nex3
                            a = x + 1;
                            b = y + 1;
                            c = x + 2;
                            d = y + 2;
                            e = x + 3;
                            f = y + 3;
                            moves = CheckThreeSquares(board, child_type, player_colour, x, y, a, b, c, d, e, f, moves);

                            //nwx3 //---------????
                            a = x - 1;
                            b = y + 1;
                            c = x - 2;
                            d = y + 2;
                            e = x - 3;
                            f = y + 3;
                            moves = CheckThreeSquares(board, child_type, player_colour, x, y, a, b, c, d, e, f, moves);

                            //se x3
                            a = x + 1;
                            b = y - 1;
                            c = x + 2;
                            d = y - 2;
                            e = x + 3;
                            f = y - 3;
                            moves = CheckThreeSquares(board, child_type, player_colour, x, y, a, b, c, d, e, f, moves);

                            //swx3
                            a = x - 1;
                            b = y - 1;
                            c = x - 2;
                            d = y - 2;
                            e = x - 3;
                            f = y - 3;
                            moves = CheckThreeSquares(board, child_type, player_colour, x, y, a, b, c, d, e, f, moves);

                        }
                    }
                }
            }
            //store moves in parent - number of squares covereed - failed eval fxn
            /* int squares = 0;
             for (int x = 0; x < 4; x++)
             {
                 for (int y = 0; y < 4; y++)
                 {
                     if (board.ReturnPosition(x, y).colour == player_colour)
                     {
                         squares++;
                     }
                 }

             }
             board.SetAlphaBetaValue(squares);
             return squares;
             */
             board.SetAlphaBetaValue(moves);
             return moves;
        }
示例#2
0
        static GameBoard CalculateMaxMove(GameBoard parent)
        {
            /* Alpha values are stored in the max nodes
             * Alpha value = max(children's Beta Values of min nodes)
             * Because we want to minimize opponent moves             *
             */
            if (parent.GetChildren().Count <= 0)
            {
                CalculateMoves(parent);
            }

            GameBoard best_child = null;
            if (parent.GetChildren().Count > 0)
            {
                 best_child = parent.GetChildren().ElementAt(0); //best is first child

                foreach (GameBoard child in parent.GetChildren())
                {
                    if (CalculateMoves(child) >= parent.GetAlphaBetaValue()) //get max
                    {
                        best_child = child; //new best child
                        parent.SetAlphaBetaValue(best_child.GetAlphaBetaValue());
                    }
                }

                return best_child;
            }
            return null;
        }
示例#3
0
        static GameBoard CalculateMinMove(GameBoard parent)
        {
            /* Beta values are stored in the min nodes
             * Beta value = min(alpha Values of max nodes)
             * Because we want to maximize our moves
             *
             */
            if (parent.GetChildren().Count <= 0)
            {
                CalculateMoves(parent);
            }

            GameBoard worst_child = null;

            if (parent.GetChildren().Count > 0)
            {
               worst_child = parent.GetChildren().ElementAt(0);

                foreach (GameBoard child in parent.GetChildren())
                {
                    if (CalculateMoves(child) <= parent.GetAlphaBetaValue())
                    {
                        worst_child = child;
                        parent.SetAlphaBetaValue(worst_child.GetAlphaBetaValue());
                    }
                }
                return worst_child;
            }
            return null;
        }
示例#4
0
        static void AlphaBetaSearch()
        {
            GameBoard parent = new GameBoard();
            parent.SetNodeType(GameBoard.MinMax.Min);
            int total_moves = 0;

            Console.WriteLine("Starting move:");
            displayBoard(parent);
            CalculateMoves(parent);

            bool turn = false; //turn 0 = player's turn(black,min), turn 1 = our turn(white,max)
            GameBoard next_move = parent;

            while (total_moves < 5000)
            {
                if (turn == false)//their turn (BLACK)
                {
                    Console.WriteLine("Their Move / Player 1");
                    //next_move = CalculateBeta(parent);

                    //Random Agent :(
                    //choose random child

                    if (parent.GetChildren().Count <= 0)
                    {
                        CalculateMoves(parent);
                    }

                    if (parent.GetChildren().Count <= 0)
                    {
                        break; //win condition for player 2
                    }

                    Random random_number = new Random();
                    int black_move = random_number.Next(parent.GetChildren().Count - 1);

                    next_move = parent.GetChildren().ElementAt(black_move);
                    turn = true;
                }
                else //my move (WHITE)
                {
                    Console.WriteLine("My Move / Player 2");

                    //next_move = null;
                    int best = 100000;

                    if (parent.GetChildren().Count <= 0)
                    {
                        CalculateMoves(parent);
                    }

                    if (parent.GetChildren().Count <= 0)
                    {
                        break; //win condition for player 1
                    }

                    //the parent is a max node (next_move)
                    //the children are min nodes
                    Collection<GameBoard> potentialMoves = new Collection<GameBoard>();

                    foreach (GameBoard child in parent.GetChildren())
                    {
                        CalculateAlphaBeta(child, 3, -100000, best, GameBoard.MinMax.Min);

                        if (child.GetAlphaBetaValue() < best)
                        {
                            best = child.GetAlphaBetaValue();
                            potentialMoves.Clear();
                            potentialMoves.Add(child);
                        }
                        else if (child.GetAlphaBetaValue() == best)
                        {
                            potentialMoves.Add(child);
                        }
                    }

                    Random random_number = new Random();
                    int white_move = random_number.Next(potentialMoves.Count - 1);
                    next_move = potentialMoves.ElementAt(white_move);

                    potentialMoves.Clear();
                    parent.SetAlphaBetaValue(best);
                    //System.GC.Collect();

                    turn = false;
                }
                //each move
                Console.WriteLine("Move #: " + total_moves);
                displayBoard(next_move);
                parent = next_move;
                total_moves++;
                next_move.SetParent(null);
                System.GC.Collect();

            }

            //WINNER
            if (next_move.GetNodeType() == GameBoard.MinMax.Max)
            {
                Console.WriteLine("Player 1 wins");
            }
            else
            {
                Console.WriteLine("Computer wins");
            }
        }