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MiniMaxScript.cs
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246 lines (178 loc) · 7.45 KB
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
public class MiniMaxScript : MonoBehaviour
{
public GameController gameData;
private ThreatCheckScript winConditions;
private DrawBoardScript board;
private UtilityScripts utility;
private GamePieceScript placePiece;
private EvaluateBoardScript eval;
private int[,] tempBoard;
public int currentPlayer;
public BoardSpace bestSpace;
// Use this for initialization
void Start()
{
winConditions = gameObject.GetComponent<ThreatCheckScript>();
board = gameObject.GetComponent<DrawBoardScript>();
utility = gameObject.GetComponent<UtilityScripts>();
placePiece = gameObject.GetComponent<GamePieceScript>();
eval = gameObject.GetComponent<EvaluateBoardScript>();
}
//changed return type from move to BoardSpace
//Method to find the best move to make. Calls MiniMax to find best score then searches list of moves to find move with that score.
public BoardSpace BestMove()
{
//Move bestMove;
BoardSpace spaceToMove;
//Set current player
if (gameData.playerTurn)
{
//player
currentPlayer = 1;
}
else
{
//ai
currentPlayer = 2;
}
//As unmaking moves, the original board state can be used. Tempboard should be replaced in the negaMax function with this.
tempBoard = board.gameBoardState;
spaceToMove = NegaMaxMove(6, currentPlayer);
return spaceToMove;
}
//Negamax returning a boardspace to move to. Calls abNegamax. currently used.
public BoardSpace NegaMaxMove(int depth, int player)
{
//Initalise maxMove score as a very small number
int maxScore = int.MinValue + 1;
BoardSpace bestMove = null;
//Iterate through each available space
foreach (BoardSpace space in placePiece.GetAvailableSpaces(tempBoard))
{
//Make move in each space
placePiece.MakeMove(tempBoard, space, player);
//temporary value v represents score for each move. 3 - player switches to other player's perspective
int v = -abNegaMax(depth - 1, 3 - player, int.MinValue + 1, int.MaxValue - 1);
Debug.Log("Score for player " + player + " move: " + space.x + ", " + space.y + " is: " + v);
placePiece.UnmakeMove(tempBoard, space);
//Set maxScore to largest value
if (v > maxScore)
{
maxScore = v;
bestMove = space;
}
}
Debug.Log("Returning Best Move: " + bestMove.x + ", " + bestMove.y + " with a score of: " + maxScore);
return bestMove;
}
//Negamax with alpha-beta pruning.
public int abNegaMax(int depth, int player, int alpha, int beta)
{
int evalResult = eval.Evaluate(tempBoard, player, depth);
//If winning move made, evaluate the score of the current board position
//evalResult != 0
if (eval.winner != 0 || depth == 0)
{
//Debug.Log("Player " + eval.winner + " wins");
eval.winner = 0;
return evalResult;
}
//Initalise maxMove score as a very small number
int maxScore = int.MinValue + 1;
//Iterate through each available space
foreach (BoardSpace space in placePiece.GetAvailableSpaces(tempBoard))
{
//Make move in each space
placePiece.MakeMove(tempBoard, space, player);
//Debug.Log("\nPlace piece at space: " + space.x + ", " + space.y + " For player: " + player);
//temporary value represents score for each move (3-player)
int v = -abNegaMax(depth - 1, 3 - player, -beta, -alpha);
//Debug.Log("Score for move: " + space.x + ", " + space.y + " is: " + v);
placePiece.UnmakeMove(tempBoard, space);
if (v > maxScore)
{
maxScore = v;
}
if (v > alpha)
{
alpha = v;
bestSpace = space;
}
if (alpha >= beta)
{
break;
//return beta;
}
}
return maxScore;
}
//Non alpha-beta negamax implementation. Replaced by abNegaMax.
/*
//Negamax returning a boardspace to move to. Calls Negamax3. Unused
public BoardSpace NegaMaxMove2(int depth, int player)
{
//Initalise maxMove score as a very small number
int maxScore = int.MinValue + 1;
BoardSpace bestMove = null;
//Iterate through each available space
foreach (BoardSpace space in placePiece.GetAvailableSpaces(tempBoard))
{
//Make move in each space
placePiece.MakeMove(tempBoard, space, player);
//temporary value v represents score for each move. 3 - player switches to other player's perspective
int v = -NegaMax3(depth - 1, 3 - player);
Debug.Log("Score for player " + player + " move: " + space.x + ", " + space.y + " is: " + v);
placePiece.UnmakeMove(tempBoard, space);
//Set maxScore to largest value
if (v > maxScore)
{
maxScore = v;
bestMove = space;
}
}
Debug.Log("Returning Best Move: " + bestMove.x + ", " + bestMove.y + " with a score of: " + maxScore);
return bestMove;
}
//Original NegaMax using unmakeMove instead of board clones.
public int NegaMax3(int depth, int player)
{
//Debug.Log("\nDepth: " + depth);
int evalResult = eval.Evaluate(tempBoard, player, depth);
//If winning move made, evaluate the score of the current board position
if (evalResult != 0 || depth == 0)
{
//Debug.Log("\nDepth: " + depth);
//Debug.Log("\nPlayer: " + player);
//Debug.Log("\nevaluate score" + evalResult);
//Debug.Log("\nEvaluate winner: " + eval.winner);
eval.winner = 0;
return evalResult;
}
//Initalise maxMove score as a very small number
int maxScore = int.MinValue + 1;
//Iterate through each available space
foreach (BoardSpace space in placePiece.GetAvailableSpaces(tempBoard))
{
//Make move in each space
placePiece.MakeMove(tempBoard, space, player);
//Debug.Log("\nPlace piece at space: " + space.x + ", " + space.y + " For player: " + player);
//temporary value represents score for each move (3-player) changed to -1*player
int v = -NegaMax3(depth - 1, 3 - player);
//Debug.Log("Score for player " + player + " move: " + space.x + ", " + space.y + " is: " + v);
placePiece.UnmakeMove(tempBoard, space);
//Set maxScore to largest value
if (v > maxScore)
{
maxScore = v;
bestSpace = space;
//Debug.Log("\nBest Space: " + bestSpace.x + ", " + bestSpace.y + " Score: " + maxScore);
}
}
return maxScore;
}
*/
}