public static Position GetBestMove(Board board) { int bestValue = int.MinValue; Position bestMove = new Position(-1, -1); for (int row = 0; row < board.BOARD_DIMENSION; row++) { for (int column = 0; column < board.BOARD_DIMENSION; column++) { if (board.IsSpaceEmpty(row, column)) { board.UpdateBoard(row, column, (State)Players.PlayerTwo); int moveValue = Minimax.MinimaxCheck(board, 1, false); board.UpdateBoard(row, column, State.Empty); if (moveValue > bestValue) { bestMove = new Position(row, column); bestValue = moveValue; } } } } return(bestMove); }
public static int MinimaxCheck(Board board, int depth, bool maxComputer) { //Thread.Sleep(1000); int score = Minimax.GetWin(board); // if there is a win or loss if (score == 10 || score == -10) { return(score - depth); } // if the game is over without a winner (draw) if (board.HasEmptySpaces() == false) { return(0 - depth); } // runs if it's the computer's turn if (maxComputer) { int currentBest = int.MinValue; for (int row = 0; row < board.BOARD_DIMENSION; row++) { for (int column = 0; column < board.BOARD_DIMENSION; column++) { if (board.IsSpaceEmpty(row, column)) { board.UpdateBoard(row, column, (State)Players.PlayerTwo); currentBest = Math.Max(currentBest, Minimax.MinimaxCheck(board, depth + 1, !maxComputer)); board.UpdateBoard(row, column, State.Empty); } } } return(currentBest); } else // runs if it's the player's turn { int currentBest = int.MaxValue; for (int row = 0; row < board.BOARD_DIMENSION; row++) { for (int column = 0; column < board.BOARD_DIMENSION; column++) { if (board.IsSpaceEmpty(row, column)) { board.UpdateBoard(row, column, (State)Players.PlayerOne); currentBest = Math.Min(currentBest, Minimax.MinimaxCheck(board, depth + 1, !maxComputer)); board.UpdateBoard(row, column, State.Empty); } } } return(currentBest); } }