MakeMove() public method

Makes the given move for the current player. Score are updated and play then moves to the next player.
public MakeMove ( int row, int col ) : void
row int
col int
return void
示例#1
0
        private void MakeNextMove()
        {
            Move bestMove = new Move()
            {
                Column = -1,
                Row    = -1
            };
            int bestScore = int.MinValue;

            // check every valid move for this particular board, then select the one with the best 'score'
            List <Move> moves = ValidMovesForBoard(_viewModel);

            foreach (Move nextMove in moves)
            {
                // clone the current board and make this move
                GameBoardViewModel testBoard = new GameBoardViewModel(_viewModel);
                testBoard.MakeMove(nextMove.Row, nextMove.Column);

                // determine the score for this move
                int scoreForMove = ScoreForBoard(testBoard, 1);

                // pick the best
                if (scoreForMove > bestScore || bestScore == int.MinValue)
                {
                    bestScore       = scoreForMove;
                    bestMove.Row    = nextMove.Row;
                    bestMove.Column = nextMove.Column;
                }
            }

            if (bestMove.Column != -1 && bestMove.Row != -1)
            {
                _viewModel.MakeMove(bestMove.Row, bestMove.Column);
            }
        }
        private void MakeNextMove()
        {
            Move bestMove = new Move()
              {
            Column = -1,
            Row = -1
              };
              int bestScore = int.MinValue;

              // check every valid move for this particular board, then select the one with the best 'score'
              List<Move> moves = ValidMovesForBoard(_viewModel);
              foreach (Move nextMove in moves)
              {
            // clone the current board and make this move
            GameBoardViewModel testBoard = new GameBoardViewModel(_viewModel);
            testBoard.MakeMove(nextMove.Row, nextMove.Column);

            // determine the score for this move
            int scoreForMove = ScoreForBoard(testBoard, 1);

            // pick the best
            if (scoreForMove > bestScore || bestScore == int.MinValue)
            {
              bestScore = scoreForMove;
              bestMove.Row = nextMove.Row;
              bestMove.Column = nextMove.Column;
            }
              }

              if (bestMove.Column != -1 && bestMove.Row != -1)
              {
            _viewModel.MakeMove(bestMove.Row, bestMove.Column);
              }
        }
示例#3
0
        // Computes the score for the given board
        private int ScoreForBoard(GameBoardViewModel board, int depth)
        {
            // if we have reached the maximum search depth, then just compute the score of the current
            // board state
            if (depth >= _maxDepth)
            {
                return(_computerColor == BoardSquareState.WHITE ?
                       board.WhiteScore - board.BlackScore :
                       board.BlackScore - board.WhiteScore);
            }

            int minMax = int.MinValue;

            // check every valid next move for this particular board
            List <Move> moves = ValidMovesForBoard(board);

            foreach (Move nextMove in moves)
            {
                // clone the current board and make the move
                GameBoardViewModel testBoard = new GameBoardViewModel(board);
                testBoard.MakeMove(nextMove.Row, nextMove.Column);

                // compute the score for this board
                int score = ScoreForBoard(testBoard, depth + 1);

                // pick the best score
                if (depth % 2 == 0)
                {
                    if (score > minMax || minMax == int.MinValue)
                    {
                        minMax = score;
                    }
                }
                else
                {
                    if (score < minMax || minMax == int.MinValue)
                    {
                        minMax = score;
                    }
                }
            }

            return(minMax);
        }
        // Computes the score for the given board
        private int ScoreForBoard(GameBoardViewModel board, int depth)
        {
            // if we have reached the maximum search depth, then just compute the score of the current
              // board state
              if (depth >= _maxDepth)
              {
            return _computerColor == BoardSquareState.WHITE ?
                                  board.WhiteScore - board.BlackScore :
                                  board.BlackScore - board.WhiteScore;
              }

              int minMax = int.MinValue;

              // check every valid next move for this particular board
              List<Move> moves = ValidMovesForBoard(board);
              foreach (Move nextMove in moves)
              {
            // clone the current board and make the move
            GameBoardViewModel testBoard = new GameBoardViewModel(board);
            testBoard.MakeMove(nextMove.Row, nextMove.Column);

            // compute the score for this board
            int score = ScoreForBoard(testBoard, depth + 1);

            // pick the best score
            if (depth % 2 == 0)
            {
              if (score > minMax || minMax == int.MinValue)
              {
            minMax = score;
              }
            }
            else
            {
              if (score < minMax || minMax == int.MinValue)
              {
            minMax = score;
              }
            }
              }

              return minMax;
        }