示例#1
0
        public HeroMove StartMiniMax()
        {
            List <SimulationHero> simulationHeroesQueue = new List <SimulationHero>();

            foreach (HeroController hero in heroesQueue)
            {
                UnitSide heroSide =
                    hero.gameObject.layer == GridManager.ENEMY_UNITS_LAYER ? UnitSide.MAX_UNIT : UnitSide.MIN_UNIT;

                SimulationHero simulationHero = new SimulationHero(hero.CurrentNode, heroSide, hero.GetInstanceID(), hero.StepsCount);
                simulationHeroesQueue.Add(simulationHero);
            }

            WorldGridState gridState = new WorldGridState(simulationHeroesQueue, WorldSimulationManager.instance.MoveCount, WorldSimulationManager.instance.MoveCount);

            PerformMiniMax(gridState, depthSearch, -1000000, 1000000);

            return(bestHeroMove);
        }
示例#2
0
        int PerformMiniMax(WorldGridState gridState, int depth, int alpha, int beta)
        {
            if (depth == 0 || gridState.IsGameOver())
            {
                return(gridState.Evaluate());
            }

            if (gridState.CurrentHero.HeroSide == UnitSide.MAX_UNIT)
            {
                List <HeroMove> legalMoves = gridState.GetLegalMoves();
                gridState.EvaluateMoves(legalMoves);

                legalMoves = legalMoves.OrderByDescending(move => move.MoveEvaluation).ToList();

                for (int i = 0, len = legalMoves.Count; i < len; ++i)
                {
                    WorldGridState newGridState = new WorldGridState(gridState);
                    newGridState.MoveHero(legalMoves[i]);

                    int evaluation = PerformMiniMax(newGridState, depth - 1, alpha, beta);

                    if (evaluation > alpha)
                    {
                        alpha = evaluation;
                        if (depth == depthSearch)
                        {
                            bestHeroMove = legalMoves[i];
                        }
                    }
                    if (beta <= alpha)
                    {
                        break;
                    }
                }
                return(alpha);
            }
            else
            {
                List <HeroMove> legalMoves = gridState.GetLegalMoves();
                gridState.EvaluateMoves(legalMoves);

                legalMoves = legalMoves.OrderByDescending(move => move.MoveEvaluation).ToList();

                for (int i = 0, len = legalMoves.Count; i < len; ++i)
                {
                    WorldGridState newGridState = new WorldGridState(gridState);
                    newGridState.MoveHero(legalMoves[i]);

                    int evaluation = PerformMiniMax(newGridState, depth - 1, alpha, beta);

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