コード例 #1
0
AIMove AI::getBestMove(Board& board, int player){
	int rv = board.checkVictory();
	if (rv == _aiPlayer){
		return AIMove(10);
	}
	else if (rv == _humanPlayer){
		return AIMove(-10);
	}
	else if (rv == TIE_VAL){
		return AIMove(0);
	}

	std::vector<AIMove> moves;

	// recursive
	for (int y = 0; y < board.getSize(); y++){
		for (int x = 0; x < board.getSize(); x++){
			if (board.getVal(x, y) == NO_VAL){
				AIMove move;
				move.x = x;
				move.y = y;
				board.setVal(x, y, player);
				if (player == _aiPlayer){
					move.score = getBestMove(board, _humanPlayer).score;
				}
				else{
					move.score = getBestMove(board, _aiPlayer).score;
				}
				moves.push_back(move);
				board.setVal(x, y, NO_VAL);
			}
		}
	}

	// pick the best move
	int bestMove = 0;
	if (player == _aiPlayer){
		int bestScore = -1000000;
		for (int i = 0; i < moves.size(); i++){
			if (moves[i].score > bestScore){
				bestMove = i;
				bestScore = moves[bestMove].score;
			}
		}
	}
	else{
		int bestScore = 1000000;
		for (int i = 0; i < moves.size(); i++){
			if (moves[i].score < bestScore){
				bestMove = i;
				bestScore = moves[bestMove].score;
			}
		}
	}
	return moves[bestMove];
}
コード例 #2
0
ファイル: test_aimatch.cpp プロジェクト: ealang/genetic-go-ai
TEST(AIMatchTest, CanGetMove) {
    auto board = Board(9);
    auto node = IntConstNode(1);
    auto move = getBestMove(board, node, BLACK);
    EXPECT_EQ(8, move.x);
    EXPECT_EQ(8, move.y);
}
コード例 #3
0
ファイル: conn4.c プロジェクト: RyanMarcus/connect4
int bestMoveForState(GameState* gs, int player, int other_player, int look_ahead) {
	TranspositionTable* t1 = newTable();
	GameTreeNode* n = newGameTreeNode(gs, player, other_player, 1, INT_MIN, INT_MAX, t1);
	int move = getBestMove(n, look_ahead);
	free(n);
	freeTranspositionTable(t1);
	return move;
}
コード例 #4
0
void SimpleTabuSearchReverse<TNeighborhood, TImprovement, TTabuList, TAspirationCriteria, TSolution>::run(const size_t numberOfSteps)
{
    bool isMoveUp = false;
    TSolution currentSolution(bestSolution);
    size_t currentNumberOfUnchanged = 0;

    for (size_t i = 0; i < numberOfSteps; ++i)
    {
        std::cout << "Number of move " << i << std::endl;

        auto bestLocalMovePtr = getBestMove(currentSolution);

        if (nullptr == bestLocalMovePtr)
        {
            continue;
        }

        // apply move
        currentSolution.applyMove(*bestLocalMovePtr);

        ++currentNumberOfUnchanged;
        // std::cout << "number of unchanged " << currentNumberOfUnchanged << std::endl;

        if (currentSolution.getObjectiveValue() <= bestSolution.getObjectiveValue())
        {
            bestSolution = currentSolution;
            currentNumberOfUnchanged = 0;
        }

        if (i >= 50)
        {
            isMoveUp = true;
        }

        double overheadsCoefficient = currentSolution.getOverheadsCoefficient() + 0.1;
        if (isMoveUp)
        {
            std::cout << "MOVE UP!!!" << std::endl;
            currentSolution.setOverheadsCoefficient(overheadsCoefficient);
            bestSolution.setOverheadsCoefficient(overheadsCoefficient);
        }

        if (0 == bestSolution.getObjectiveValue())
        {
            // the objectives are achieved
            break;
        }

        // update tabuList and AspirationCriteria
        tabuList.update(*bestLocalMovePtr);
        aspirationCriteria.update(currentSolution);
    }
}
コード例 #5
0
ファイル: test_aimatch.cpp プロジェクト: ealang/genetic-go-ai
TEST(AIMatchTest, DoesntMakeSuicideMoves) {
    auto board = Board(9);
    board.set(0, 1, BLACK);
    board.set(1, 1, BLACK);
    board.set(2, 0, BLACK);
    board.set(0, 0, WHITE);

    auto ai = PlayerScoreDeltaNode(); 
    ai.setScale(-1); // really wants to give other player points

    auto move = getBestMove(board, ai, WHITE);
    ASSERT_NE((Move{1, 0}), move);
}
コード例 #6
0
Move AIShell::makeMove(){
	//this part should be filled in by the student to implement the AI
	//Example of a move could be: Move move(1, 2); //this will make a move at col 1, row 2

	if (lastMove.col == -1 && lastMove.row == -1)
	{
		Move m(numCols/2, numRows/2);
		return m;
	}
	
	AiMove bestMove = getBestMove(boardCopy, 1, 0, -1);
	//std::cout<<"BM: "<<bestMove.x<<bestMove.y<<std::endl;
	Move m = Move(bestMove.x, bestMove.y);
	//std::cout<<"Move made:"<<bestMove.x<<" "<<bestMove.y<<std::endl;
	return m;
	 
}
コード例 #7
0
int setSelectedMoveToBest(){
	if (movesOfSelectedPiece){
		LinkedList_free(movesOfSelectedPiece);
	}
	movesOfSelectedPiece = LinkedList_new(&PossibleMove_free);
	if (!movesOfSelectedPiece){
		return -1;
	}
	PossibleMove* bestMove = getBestMove();
	if (!bestMove){
		return -1;
	}
	selectedX = bestMove->fromX;
	selectedY = bestMove->fromY;
	if(LinkedList_add(movesOfSelectedPiece, bestMove)){
		return -1;
	}
	
	return 0;
}
コード例 #8
0
/*
 * The computer turn procedure.
 */
int computerTurn(){
	PossibleMove* bestMove = getBestMove();
	if (!bestMove){
		allocationFailed();
	}
	
	if (displayMode == CONSOLE){
		printf("Computer: move ");
		PossibleMove_print(bestMove);
	}

	Board_update(&board, bestMove);
	PossibleMove_free(bestMove);
	turn = !turn;
	if (display()){
		return 1;
	}
	
	return 0;
}
コード例 #9
0
void AI::performMove(Board& board) {
	AIMove bestMove = getBestMove(board, _aiPlayer);
	board.setVal(bestMove.x, bestMove.y, _aiPlayer);
}
コード例 #10
0
ファイル: TabuSearch.cpp プロジェクト: contaconta/neurons
void TabuSearch::run(string movetype, int maxiter) {

  initializeTabuLists();
  initializeLeafsAndNeighborhood();

  LSMove* bestMove = NULL;

  int nic = 1;
  int init_min = 0;
  int cardinality = (*tree).edges.size();
  if (((*graph).vertices.size() - cardinality) < cardinality) {
    init_min = (*graph).vertices.size() - cardinality;
  }
  else {
    init_min = cardinality;
  }
  int init_length;
  if (init_min < ((int)(((double)(*graph).vertices.size()) / 5.0))) {
    init_length = init_min;
  }
  else {
    init_length = (int)(((double)(*graph).vertices.size()) / 5.0);
  }
  in_length = init_length;
  out_length = init_length;
  int max_length = (int)(((double)(*graph).vertices.size()) / 3.0);
  int increment = ((int)((max_length - in_length) / 4.0)) + 1;
  int max_unimpr_iters = increment;
  if (max_unimpr_iters < 100) {
    max_unimpr_iters = 200;
  }

  int iter = 1;
  
  while (iter <= maxiter) {
	  
    if ((nic % max_unimpr_iters) == 0) {
      if (in_length + increment > max_length) {
	in_length = init_length;
	out_length = init_length;
	cutTabuLists();
      }
      else {
	in_length = in_length + increment;
	out_length = out_length + increment;
      }
    }
    
    if (bestMove != NULL) {
      delete(bestMove);
    }
    if (movetype == "first_improvement") {
      bestMove = getFirstMove(tree->weight(),currentSol->weight());
    }
    else {
      bestMove = getBestMove(tree->weight(),currentSol->weight());
    }
	  
    if (bestMove != NULL) {
      
      currentSol->addVertex((bestMove->in)->lVertex);
      currentSol->addEdge((bestMove->in)->lEdge);
      currentSol->remove((bestMove->out)->lEdge);
      currentSol->remove((bestMove->out)->lVertex);
	      
      adaptLeafs(bestMove);
      adaptNeighborhood(bestMove);
      adaptTabuLists((bestMove->in)->getEdge(),(bestMove->out)->getEdge());
	      
      delete(bestMove->in);
      delete(bestMove->out);
	      
      currentSol->setWeight(currentSol->weight() + (bestMove->weight_diff));
    }
    
    if (currentSol->weight() < tree->weight()) {
      tree->copy(currentSol);
      nic = 1;
      in_length = init_length;
      out_length = init_length;
      cutTabuLists();
    }
    else {
      nic = nic + 1;
    }
    
    iter = iter + 1;
  }

  if (bestMove != NULL) {
    delete(bestMove);
  }
  for (list<Leaf*>::iterator aL = leafs.begin(); aL != leafs.end(); aL++) {
    delete(*aL);
  }
  leafs.clear();
  for (list<Leaf*>::iterator aL = neighborhood.begin(); aL != neighborhood.end(); aL++) {
    delete(*aL);
  }
  neighborhood.clear();
  in_list_map.clear();
  out_list_map.clear();
  in_list.clear();
  out_list.clear();
  tree = NULL;
}
コード例 #11
0
void TicTacToe::compPlace() {
	int bestMove = getBestMove();
	board.placeComp(bestMove);
	cout << "the computer choice is: " << endl;
}
コード例 #12
0
int main(void) {
  char inputMove, inputMove2, inputAI, gameOver;
  struct timeval t2, tLast;
  double elapsedTime;

  //initialize superBoard
  for (char i = 0; i < SUPER_BOARD_SIZE; i++) {
    superBoard[i] = -1;
  }

  while (1) {
    printf("\nWho will the AI play as? (X, O): ");
    scanf("%c", &inputAI);
    if (inputAI == 'X' || inputAI == 'x') {
      AI = X;
      break;
    } else if (inputAI == 'O' || inputAI == 'o') {
      AI = O;
      break;
    }

    //If we made it this far, invalid input
    printf("\nInvalid Selection\n");
  }

  while (1) {
    printBoard(subBoard);
    printSuperBoard(superBoard);

    while (1) {
      if (AI == currentPlayer) {
        //Start Timer
        gettimeofday(&t1, NULL);
        gettimeofday(&tLast, NULL);
        printf("\nAI calculating best move in (region %d)...\n", allowedSuperSpot);
        //AI always chooses the first spot as its move, so just set it.
        if (moves == 0) {
          inputMove = 40;
        } else {
          for (char i = 4; i < 16; i++) {
            char levelMove;
            printf("Calculating to level %d...\n", i);
            levelMove = getBestMove(subBoard, superBoard, allowedSuperSpot, currentPlayer, i);
            gettimeofday(&t2, NULL);
            elapsedTime = t2.tv_sec - tLast.tv_sec;
            printf("%f seconds elapsed for level %d\n", elapsedTime, i);
            elapsedTime = t2.tv_sec - t1.tv_sec;
            if (elapsedTime < MAX_TURN_TIME) {
              inputMove = levelMove;
            } else {
              printf("Failed to complete level %d, using level %d move", i, i-1);
              break;
            }
            tLast = t2;
          }
        }
        // stop timer
        gettimeofday(&t2, NULL);
        elapsedTime = (t2.tv_sec - t1.tv_sec);
        printf("\nAI moved to spot: %d (region %d)\n", inputMove, getSuperBoardSpot(inputMove));
        printf("Move took %f seconds\n", elapsedTime);
      } else {
        printf("\nEnter move (region %d): ", allowedSuperSpot);
        scanf("%d", &inputMove);
      }

      if (isOpenSpot(subBoard, superBoard, inputMove) && (getSuperBoardSpot(inputMove) == allowedSuperSpot || allowedSuperSpot == -1)) {
        break;
      } else {
        printBoard(subBoard);
        printf("\nInvalid move.\n");
      }

    }

    allowedSuperSpot = doMove(subBoard, superBoard, currentPlayer, inputMove);
    moves++;

    if (currentPlayer == X) {
      currentPlayer = O;
    } else {
      currentPlayer = X;
    }

    //Check if the game is over
    gameOver = superBoardWon(superBoard);
    if (gameOver == X) {
      printBoard(subBoard);
      printf("\nGame over, X wins.\n");
      exit(0);
    } else if (gameOver == O) {
      printBoard(subBoard);
      printf("\nGame over, O wins.\n");
      exit(0);
    } else if (gameOver == 0) {
      printBoard(subBoard);
      printf("\nGame over, tie.\n");
      exit(0);
    }
  }
}
コード例 #13
0
ファイル: chess_game.cpp プロジェクト: trflynn89/chessmate
//==============================================================================
bool ChessGame::ProcessMessage(const Message &msg)
{
    Message::MessageType type = msg.GetMessageType();
    std::string data = msg.GetData();

    // START GAME
    // Engine color and difficulty have already been parsed
    // Send client its game ID
    if (type == Message::START_GAME)
    {
        std::string idStr = std::to_string(m_gameId);

        Message m(Message(Message::START_GAME, idStr));
        return sendMessage(m);
    }

    // MAKE MOVE
    // Parse unambiguous PGN string from client
    // Send move back to client if valid, otherwise invalidate move
    else if (type == Message::MAKE_MOVE)
    {
        Move move(data, m_spBoard->GetPlayerInTurn());
        Message m;

        // Try to make the move
        if (MakeMove(move))
        {
            m = Message(Message::MAKE_MOVE, makeMoveAndStalemateMsg(move));
        }
        else
        {
            m = Message(Message::INVALID_MOVE, move.GetPGNString());
        }

        return sendMessage(m);
    }

    // GET MOVE
    // Use the engine to find a move and send to client
    else if (type == Message::GET_MOVE)
    {
        // Find a move. We know a move will be found - client will only
        // request a move if it knows one can be made.
        Move move = getBestMove();

        Message m(Message::MAKE_MOVE, makeMoveAndStalemateMsg(move));
        return sendMessage(m);
    }

    // DISCONNECT
    // End this game
    else if (type == Message::DISCONNECT)
    {
        return false;
    }

    // UNKNOWN TYPE
    // Unknown message received - log and end this game
    LOGW(m_gameId, "Unrecognized message: %d - %s", type, data);
    return false;
}
コード例 #14
0
AiMove AIShell::getBestMove(int** board, int player, int depth, int col, int row) {

    // Base case, check for end state
	int score = 0;
	if(col != -1)
	{
		score = getScore(col, row, player *	-1); // getting score of the current state
	}
    if (depth == depth_limit || isFull(board) || (score <= -996) || (score >= 996))	//if depth or terminal node has been reached
    {


    	AiMove move = AiMove(score);
    	//std::cout<<move.score<<std::endl;
    	//if (move.score == 2){std::cout<<"got 2!!!!" << std::endl;}
    	move.x = col;
    	move.y = row;
    	move.level = depth;

    	if(player == AI_PIECE)
    	{
    		//std::cout<<"Node value for AI move at "<<col<< ", " <<row<<": "<<score<<std::endl;
    	}
    	else
    	{
    		//std::cout<<"Node value for Opponent move at " <<col<< ", "<<row<<": "<<score<<std::endl;
     	}
    	//if(score <= -996 || score >= 996)
    		//std::cout<<score<<std::endl;
    	return move;

    }

    std::vector<AiMove> moves;

    // Do the recursive function calls and construct the moves vector
    for (int x = 0; x < numCols; x++) {
        for (int y = 0; y < numRows; y++) {
        	//std::cout<<"Col:"<<x<<std::endl;
        	//std::cout<<"Row:"<<y<<std::endl;
        	//std::cout<<"Val:"<<board[x][y]<<std::endl;
            if (board[x][y] == 0) {
            	AiMove move;
                //move.x = x;
                //move.y = y;
                board[x][y] = player;
                if (player == 1) {
                    move = getBestMove(board, -1, depth+1,x,y);
                } else {
                    move = getBestMove(board, 1, depth+1,x,y);
                }
                move.x = x;
                move.y = y;
                moves.push_back(move);
                //for (int i=0; i < moves.size(); i++){
                	//std::cout << i << ": " << moves[i].score << std::endl;
                //}
                board[x][y] = 0;
                if(gravityOn)
                	break;
            }
        }
    }

    // Pick the best move for the current player
    //for (int i =0; i < moves.size();i++)
    //{
    	//std::cout<< "m: " << moves[i].score<< std::endl;
    //}

/*
    if(depth == 1 || depth == 0)
    {
    	std::cout<<player<<std::endl;
    	if(depth == 1)
    		std::cout<<"first print"<<std::endl;
    	else
    		std::cout<<"final choices"<<std::endl;
    	for(int i = 0; i < moves.size(); i++)
    	{
    		std::cout<<moves[i].x<<" "<<moves[i].y<<" "<<moves[i].score<<" "<<moves[i].level<<std::endl;
    	}
    	std::cout<<"second print"<<std::endl;
    }
*/
    int bestMove = 0;
    int lowestDepth = 999999999;
   // std::cout<<"Prints start here"<<std::endl;
    if (player == 1) {
        int bestScore = -1000000;
        for (int i = 0; i < moves.size(); i++) {
        	//std::cout<<moves[i].x<<" "<<moves[i].y<<" "<<moves[i].score<<" "<<moves[i].level<<std::endl;
            if (moves[i].score > bestScore && moves[i].level <= lowestDepth) {
                bestMove = i;
                bestScore = moves[i].score;
                lowestDepth = moves[i].level;
                //if(lowestDepth == 2)
                	//std::cout<<lowestDepth<<std::endl;
            }
        }
    } else {
        int bestScore = 1000000;
        for (int i = 0; i < moves.size(); i++) {
        	//std`::cout<<moves[i].x<<" "<<moves[i].y<<" "<<moves[i].score<<" "<<moves[i].level<<std::endl;
            if (moves[i].score < bestScore && moves[i].level <= lowestDepth) {
            	//std::cout<< "m: " <<moves[i].score<< std::endl;
                bestMove = i;
                bestScore = moves[i].score;
                lowestDepth = moves[i].level;
                //if(lowestDepth == 2)
                	//std::cout<<lowestDepth<<std::endl;
            }
        }
    }
    //if(depth <= 1)
    	//std::cout<<"Move chosen"<<moves[bestMove].x<<" "<<moves[bestMove].y<<" "<<moves[bestMove].score<<" "<<moves[bestMove].level<<std::endl;
    // Return the best move
    //std::cout<<"Prints end here"<<std::endl;

    return moves[bestMove];
}