Beispiel #1
0
int get_score_func(gameState* state, piece board[BOARD_SIZE][BOARD_SIZE], int depth, move* user_move){
	board_t tmp_board;
	copyStoS(tmp_board, board);
	int score;
	int colo_mult = 1;

	int best_depth = depth; // in case we are in const minimax depth mode
	makeMoveInPlace(state->board, user_move);
	if (state->turn == BLACK){ colo_mult = -1; }
	
	if (depth == 1){
		score = scoreOfBoard(state)*colo_mult;
	}
	
	else{
		state->turn = getEnemyColor(state->turn);
		if (depth == 5){ // need to decide what is the best depth
			best_depth = get_best_depth(state);
		}
		score = minimax(state, best_depth - 1, 0).value;
		state->turn = getEnemyColor(state->turn);
	}

	copyStoS(state->board, tmp_board); // update the state->board to the original board 
	
	return score;
}
Beispiel #2
0
/* find and return the best computer's next move acording to minimax algorithm.
* in case of an error - return a move with .steps_len = -1
* (envelope function that calls minimax())
*/
moves best_next_moves(settings set, int maximizer) {
	// minimax function
	moves best_moves = { 0 };
	move * temp_best_move;
	moves possible_moves = make_all_moves(&set);
	int best_score = INT_MIN;
	int curr_alpha = INT_MIN;
	if (possible_moves.len == -1) { //error
		return possible_moves;
	}

	int is_best_difficulty = (set.minimax_depth == BEST_DIFFICULTY);
	int depth = (!is_best_difficulty) ? set.minimax_depth : get_best_depth(&set, maximizer);

	move_node * curr = possible_moves.first;
	while (curr != NULL) {
		//get the score of each next possible moves, according to minimax algorithm
		settings next_set;
		memcpy(&next_set, &set, sizeof(settings));
		next_set.next = other_player(set.next);
		board_copy(((move*)curr->data)->board, next_set.board);
		int curr_score = minimax(next_set, curr_alpha, INT_MAX, FALSE, depth - 1, is_best_difficulty);
		if (curr_score == SCORE_ERROR) {
			free_list(&possible_moves, &free);
			free_list(&best_moves, &free);
			return error_moves;
		}
		if (curr_score > curr_alpha)
			curr_alpha = curr_score;
		temp_best_move = curr->data;
		if (curr_score > best_score) { // if new score is higher - free previous best moves
			free_list(&best_moves, &free);
			best_score = curr_score;
		}
		if (!(curr_score < best_score)) {
			if (!add_node(&best_moves, temp_best_move, sizeof(move))) {
				free_list(&best_moves, &free);
				free_list(&possible_moves, &free);
				return error_moves;
			}
		}
		curr = curr->next;
	}
	free_list(&possible_moves, &free);
	if (DEBUG)
		printf("CHOSEN SCORE: %d\n", best_score);
	return best_moves;
}
Beispiel #3
0
/*present the options of selecting depth for best_moves func and return the chosen the lise of the best_moves*/
itemMove* best_move_choise(SDL_Surface* screen){
	int dep_chosen, depth;
	itemMove* all_moves = getMoves(state);
	itemMove* best_moves;
	dep_chosen = select_depth(screen);
	if (dep_chosen == -1){
		quit = TRUE;
		destroyMoveList(all_moves);
		return NULL;
	}
	if (dep_chosen == 5){ depth = get_best_depth(state); }
	else{ depth = dep_chosen; }
	best_moves = get_best_moves(all_moves, state, state->board, depth);
	destroyMoveList(all_moves);
	return best_moves;
}
Beispiel #4
0
/*function that perform the computer turn- returns 1 beacuse the computer always perform a move*/
int computer_turn_func(SDL_Surface* screen,itemMove* moves){
	itemMove* head;
	move* computer_move;
	minimaxRes res;
	int i;
	if (minimax_depth == 5){
		minimax_depth = get_best_depth(state);
	}

	res = minimax(state, minimax_depth, 1);
	head = moves;
	for (i = 0; i < res.index; i++){
		head = head->next;
	}
	
	computer_move = &(head->move);
	makeMoveInPlace(state->board, computer_move);

	isCheckWithUpdate(state);
	update_gameState(state);
	COMPUTER_TURN = 0;
	USER_TURN = 1;
	return 1;
}
void GameMinimaxDepth_ButtonClick(control* input)
{
	// 1
	if (strcmp(input->name, BUTTON1NAME) == 0)
	{
		if (curSettings->minimax_depth != 1)
		{
			curSettings->minimax_depth = 1;
			SwitchOffHighlightAllMinimaxDepths();
			SwitchOnHighlightbyName(BUTTON1NAME);
		}
	}
	// 2
	else if (strcmp(input->name, BUTTON2NAME) == 0)
	{
		if (curSettings->minimax_depth != 2)
		{
			curSettings->minimax_depth = 2;
			SwitchOffHighlightAllMinimaxDepths();
			SwitchOnHighlightbyName(BUTTON2NAME);
		}
	}
	// 3
	else if (strcmp(input->name, BUTTON3NAME) == 0)
	{
		if (curSettings->minimax_depth != 3)
		{
			curSettings->minimax_depth = 3;
			SwitchOffHighlightAllMinimaxDepths();
			SwitchOnHighlightbyName(BUTTON3NAME);
		}
	}
	// 4 
	else if (strcmp(input->name, BUTTON4NAME) == 0)
	{
		if (curSettings->minimax_depth != 4)
		{
			curSettings->minimax_depth = 4;
			SwitchOffHighlightAllMinimaxDepths();
			SwitchOnHighlightbyName(BUTTON4NAME);
		}
	}
	// Best
	else if (strcmp(input->name, BUTTONBESTNAME) == 0)
	{
		if (curSettings->minimax_depth != MAX_MINIMAX_DEPTH_POSSIBLE)
		{
			curSettings->minimax_depth = get_best_depth(board);
			SwitchOffHighlightAllMinimaxDepths();
			SwitchOnHighlightbyName(BUTTONBESTNAME);
		}
	}

	if (-1 == HighlightBestMove(BLINKNUM, &error_global))
	{
		guiQuit = -1;
		return;
	}

	// DrawTree
	if (-1 == FlipTree(&error_global))
	{
		guiQuit = -1;
		return;
	}
}