示例#1
0
        public UltimateTicTacToeMove TakeTurn(UltimateTicTacToeBoard ticTacToeBoard)
        {
            _taunt("Planning My Move...");
            GameTree currentTree = _gameTree?.GetNode(ticTacToeBoard);

            Debug.WriteLine($"There were {_gameTree?.GetNodeCount()} nodes in the tree prior to this move.");

            //Taunt the player if they played well!
            if (_gameTree?.Children != null && _gameTree.Children.Count != 0)
            {
                var lowScore         = _gameTree.Children.Min(node => node.Score);
                var highScore        = _gameTree.Children.Max(node => node.Score);
                var bestMove         = Player == Player.O ? highScore : lowScore;
                var worstMove        = Player == Player.X ? highScore : lowScore;
                var bestPlayedMoves  = _gameTree.Children.Where(child => child.Score == bestMove);
                var worstPlayedMoves = _gameTree.Children.Where(child => child.Score == worstMove);
                var playedMoves      = bestPlayedMoves as IList <GameTree> ?? bestPlayedMoves.ToList();
                if (playedMoves.Contains(currentTree) && playedMoves.Count == 1 && Math.Abs(bestMove - worstMove) > 250)
                {
                    _taunt("Nice Move Kiddums!");
                    Thread.Sleep(timeout: new TimeSpan(0, 0, 5));
                }
                else if (worstPlayedMoves.Contains(currentTree) && Math.Abs(bestMove - worstMove) > 250)
                {
                    _taunt("What are you thinking?");
                    Thread.Sleep(timeout: new TimeSpan(0, 0, 5));
                }
            }

            _gameTree = currentTree ?? new GameTree(data: ticTacToeBoard.Clone());
            Debug.WriteLine($"Tree Triming reduced it to {_gameTree.GetNodeCount()} nodes.");
            Debug.WriteLine($"Memory Used {GC.GetTotalMemory(false)}");
            GC.Collect();
            GC.WaitForPendingFinalizers();
            Debug.WriteLine($"Memory Used {GC.GetTotalMemory(false)}");
            PopulateTree();
            Debug.WriteLine($"Memory Used {GC.GetTotalMemory(false)}");
            Debug.WriteLine($"Tree population increased it to {_gameTree.GetNodeCount()} nodes at a depth of {_gameTree.GetTreeDepth()}.");
            var move = MinMax();

            return(move);
        }
示例#2
0
        private void PopulateTree()
        {
            var  startAdd            = DateTime.UtcNow;
            bool continueAddingNodes = true;

            while (continueAddingNodes && _gameTree.GetNodeCount() < 100000 && _gameTree.GetTreeDepth() < 30)
            {
                var nodesAdded = AddDepthToGameTree();
                var runtime    = DateTime.UtcNow.Subtract(startAdd);
                if (runtime.TotalSeconds >= 5 || (_gameTree.GetTreeDepth() >= 15 && nodesAdded <= 10))
                {
                    //diminishing returns, we're 10+ moves deep and adding less than 10 scenarios each round
                    continueAddingNodes = false;
                }
            }
        }