示例#1
0
        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();
        }
示例#2
0
        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)]);
        }
示例#3
0
        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));
        }
示例#4
0
        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);
        }