示例#1
0
        static void Main(string[] args)
        {
            Player p1   = new Player("Red", SpaceType.Player1, PlayerColor.Red);
            Player p2   = new Player("Blue", SpaceType.Player2, PlayerColor.Blue);
            Game   plop = new Game(p1, p2);

            setUpBoard(p1, p2, plop);//calls Quinn's majestic randomized setup method that I copied over from his Eval class
            plop.start();

            while (true)
            {
                int  depth  = 3;//change as needed
                Move p1Move = alphaBetaSearch(plop, p1, p2, depth);
                plop.movePiece(p1Move.start, p1Move.end);
                //update the machine learning record data on this line
                if (plop.checkWin(p1))
                {
                    //update and complete this instance of the record data with the fact that p1 won this game on this line
                    break;
                }
                Move p2Move = alphaBetaSearch(plop, p2, p1, depth);
                plop.movePiece(p2Move.start, p2Move.end);
                //update the machine learning record data on this line
                if (plop.checkWin(p2))
                {
                    //update and complete this instance of the record data with the fact that p2 won this game on this line
                    break;
                }
            }
        }
示例#2
0
        //works the same as actionsForMax
        private static List <Move> actionsForMin(Game state, Player max, Player min, double alpha, double beta, int depthCurrent, int depthFinal)
        {
            List <Move> moves = new List <Move>();

            //looks through all the positions on the board
            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {
                    Position searchPos = new Position();
                    searchPos.row = i;
                    searchPos.col = j;

                    //if this position holds a piece that is min's...
                    try
                    {
                        if (state.initialGrid.grid[i, j]._piece.piecePlayer == min)
                        {                                                                         //TODO: == is not defined for the class Player
                            int             returncode;
                            List <Position> posMoves = state.getMoves(searchPos, out returncode); //let's see if it has some moves
                            if (returncode == 1)
                            {                                                                     //if it's min's piece and it can move...
                                for (int k = 0; k < posMoves.Count; k++)
                                {
                                    int  z    = 0;
                                    Move move = new Move(searchPos, posMoves[k], z); //we don't know the value of these moves yet but we need them, so null value
                                    moves.Add(move);                                 //add all those moves to the total list
                                }
                            }
                        }
                    }
                    catch (System.NullReferenceException) { }
                }
            }

            List <Move> actions = new List <Move>();

            //now we're going to minmax all those new potential states that we'll be in
            for (int i = 0; i < moves.Count; i++)
            {
                Game newStateNode = state;
                newStateNode.movePiece(moves[i].start, moves[i].end);
                double alphaNew = alpha;
                double betaNew  = beta;
                depthCurrent++;
                Move move = new Move(moves[i].start, moves[i].end, maxValue(newStateNode, max, min, alphaNew, betaNew, depthCurrent, depthFinal));
                actions.Add(move);
                //revert all the changes
                newStateNode.movePiece(moves[i].end, moves[i].start);
                depthCurrent--;
            }
            return(actions);
        }
示例#3
0
        //this method returns a list of all the moves the max player can take given a particular game state
        //the value of those moves involves the actions that the min player game take when given the new situation
        //caused by max's actions, creating the recursive tree. It works by first finding all the valid pieces max
        //can move, then finding all the places max can move those pieces to, and making a list of all the those
        //begining-end moves. After attaining that information, that move is "simulated" in the newStateNode, and
        //that new state is passed into the minValue method, furthering the recursion to find the actual value of
        //that potential game state. After the value of that state is determined, the move is undone so that the
        //original game object is left the same as it was before the search
        private List <Move> actionsForMax(Game state, Player max, Player min, int alpha, int beta, int depthCurrent, int DepthFinal)
        {
            List <> moves = new List <Move>();

            //looks through all the positions on the board
            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {
                    Position searchPos = new Position();
                    searchPos.row = i;
                    searchPos.col = j;

                    //if this position holds a piece that is max's...
                    if (state.initialGrid.GridSpace[i, j]._Piece._Player == max)//TODO: == is not defined for Player class
                    {
                        int             returncode;
                        List <Position> posMoves = state.getMoves(searchPos, returncode); //let's see if it has some moves
                        if (returncode == 1)                                              //if it's max's piece and it can move...
                        {
                            for (int k = 0; k < posMoves.Count; k++)
                            {
                                Move move = new Move(searchPos, posMoves[k], null); //we don't know the value of these moves yet but we need them, so null value
                                moves.Add(move);                                    //add all those moves to the total list
                            }
                        }
                    }
                }
            }

            //now we're going to minmax all those new potential states that we'll be in
            for (int i = 0; i < moves.Count; i++)
            {
                List <Move> actions      = new List <Move>();
                Game        newStateNode = state;
                newStateNode.movePiece(moves[i].start, moves[i].end);
                int alphaNew = alpha;
                int betaNew  = beta;
                depthCurrent++;
                Move move = new Move(moves[i].start, moves[i].end, minValue(newStateNode, max, min, alphaNew, betaNew, depthCurrent, depthFinal));
                actions.Add(move);
                //revert all the changes
                newStateNode.movePiece(moves[i].end, moves[i].start)
                depthCurrent--;
            }
            return(actions);
        }
示例#4
0
        static void Main(string[] args)
        {
            setUpBoard();
            // start the game
            plop.start();
            plop.initialGrid.displayGrid();
            Console.WriteLine(distanceMetric(p2, p1));

            Position pos1 = new Position(3, 0);

            for (int i = 0; i < 3; i++)
            {
                Position nextPos = new Position();
                nextPos.row = pos1.row + 1;
                nextPos.col = pos1.col;
                switch (plop.movePiece(pos1, nextPos))
                {
                case 1: Console.WriteLine("Piece MOVED !");
                    break;

                case 10: Console.WriteLine("WIN !!!");
                    break;

                case 20: Console.WriteLine("TIE !");
                    break;

                case 30: Console.WriteLine("LOST !!!");
                    break;

                case 50: Console.WriteLine("You found the flag !");
                    break;

                default: Console.WriteLine("Move not allowed !");
                    break;
                }
                plop.initialGrid.displayGrid();
                pos1 = nextPos;
            }
            Console.WriteLine("EvalPlayer1: {0}", eval(p1, p2));
            Console.WriteLine("EvalPlayer2: {0}", eval(p2, p1));

            Console.WriteLine(plop.initialGrid.mainGrid[3, 0]._type);
            Console.WriteLine(plop.initialGrid.mainGrid[4, 0]._type);

            Console.WriteLine(distanceMetric(p2, p1));
            Console.WriteLine(averageDistance(p2, p1));
            Console.WriteLine("Player 1 lost:");
            foreach (var p in plop.player1Lost)
            {
                p.displayPiece();
            }
            Console.WriteLine("Player 2 lost:");
            foreach (var p in plop.player2Lost)
            {
                p.displayPiece();
            }

            //Console.ReadLine();
        }
示例#5
0
        static void Main(string[] args)
        {
            Player p1   = new Player("David", SpaceType.Player1, PlayerColor.Red);
            Player p2   = new Player("Paul", SpaceType.Player2, PlayerColor.Blue);
            Game   plop = new Game(p1, p2);


            Position pos1 = new Position();

            pos1.row = 3;
            pos1.col = 4;

            Position pos2 = new Position();

            pos2.row = 6;
            pos2.col = 4;

            plop.setPieceOnGrid(plop.player2Pieces[2], pos1);
            plop.setPieceOnGrid(plop.player1Pieces[0], pos2);

            plop.start();

            plop.initialGrid.displayGrid();


            for (int i = 1; i < 8; i++)
            {
                Position nextPos = new Position();
                nextPos.row = pos1.row + 1;
                nextPos.col = pos1.col;
                switch (plop.movePiece(pos1, nextPos))
                {
                case 1: Console.WriteLine("Piece MOVED !");
                    break;

                case 10: Console.WriteLine("WIN !!!");
                    break;

                case 20: Console.WriteLine("TIE !");
                    break;

                case 30: Console.WriteLine("LOST !!!");
                    break;

                case 50: Console.WriteLine("You found the flag !");
                    break;

                default: Console.WriteLine("Move not allowed !");
                    break;
                }
                pos1.row++;
                plop.initialGrid.displayGrid();
            }
            //Console.ReadLine();
        }
示例#6
0
        static void Main(string[] args)
        {
            Player p1 = new Player("David", SpaceType.Player1, PlayerColor.Red);
            Player p2 = new Player("Paul", SpaceType.Player2, PlayerColor.Blue);
            Game plop = new Game(p1,p2);

            Position pos1 = new Position();
            pos1.row = 3;
            pos1.col = 4;

            Position pos2 = new Position();
            pos2.row = 6;
            pos2.col = 4;

            plop.setPieceOnGrid(plop.player2Pieces[2], pos1);
            plop.setPieceOnGrid(plop.player1Pieces[0], pos2);

            plop.start();

            plop.initialGrid.displayGrid();

            for (int i = 1; i <8;i++ )
            {
                Position nextPos = new Position();
                nextPos.row = pos1.row+1;
                nextPos.col = pos1.col;
                switch (plop.movePiece(pos1, nextPos))
                {
                    case 1: Console.WriteLine("Piece MOVED !");
                        break;
                    case 10: Console.WriteLine("WIN !!!");
                        break;
                    case 20: Console.WriteLine("TIE !");
                        break;
                    case 30: Console.WriteLine("LOST !!!");
                        break;
                    case 50: Console.WriteLine("You found the flag !");
                        break;
                    default: Console.WriteLine("Move not allowed !");
                        break;
                }
                pos1.row++;
                plop.initialGrid.displayGrid();
            }
            Console.ReadLine();
        }
示例#7
0
        static void Main(string[] args)
        {
            Player p1   = new Player("P1", SpaceType.Player1, PlayerColor.Red);
            Player p2   = new Player("P2", SpaceType.Player2, PlayerColor.Blue);
            Game   plop = new Game(p1, p2);

            Position pos1 = new Position();

            pos1.row = 0;
            pos1.col = 0;

            Position pos2 = new Position();

            pos2.row = 6;
            pos2.col = 4;

            int pieceIndex = 0;

            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    Position posB = new Position(); // player 2
                    posB.row = j;
                    posB.col = i;
                    plop.setPieceOnGrid(plop.player2Pieces[pieceIndex], posB);
                    // Player 1
                    Position posA = new Position();
                    posA.row = 9 - j;
                    posA.col = 9 - i;
                    plop.setPieceOnGrid(plop.player1Pieces[pieceIndex], posA);
                    pieceIndex++; // go to next piece
                }
            }



            plop.start(); // start the game

            // check the player's piece lists
            foreach (var p in plop.player1Pieces)
            {
                p.displayPiece();
            }
            Console.WriteLine("Player 2");
            foreach (var p in plop.player2Pieces)
            {
                p.displayPiece();
            }


            // display the initial grid
            plop.initialGrid.displayGrid();


            // Test random movement
            int      rc;                        // return code, needed for getMoves()
            Random   rnd      = new Random();   // random number generator
            int      numMoves = 5;              // how many moves do you want to test???
            Position pos      = new Position(); // initial position

            // this position will be where player 2s leftmost miner is, next to their flag
            // note that all movement is based on position, whatever piece is at that position will be moved.
            pos.row = 3;
            pos.col = 1;
            Position nextPos = new Position();
            int      moveIndex; // this helps choose a random move from the list of possible moves at a given state

            for (int i = 0; i < numMoves; i++)
            {
                List <Position> moves = plop.getMoves(pos, out rc);
                Console.WriteLine("Possible moves at {0}", i);
                foreach (var p in moves)
                {
                    Console.WriteLine("row: {0}", p.row);
                    Console.WriteLine("col: {0}", p.col);
                    Console.WriteLine();
                }
                moveIndex = rnd.Next(moves.Count);          // random number no bigger than size of list
                Position next = nextPos = moves[moveIndex]; // update position
                // movePiece() moves whatever piece is at pos to next.
                // it returns a numeric code that represents what happened at the move.
                switch (plop.movePiece(pos, next))
                {
                case 1: Console.WriteLine("Piece MOVED !");
                    break;

                case 10: Console.WriteLine("WIN !!!");
                    break;

                case 20: Console.WriteLine("TIE !");
                    break;

                case 30: Console.WriteLine("LOST !!!");
                    break;

                case 50: Console.WriteLine("You found the flag !");
                    break;

                default: Console.WriteLine("Move not allowed !");
                    break;
                }
                plop.initialGrid.displayGrid(); // show the grid
                pos = next;                     // update the piece's current position
            }
        }