Пример #1
0
bool ChessAI::nextMove()
{
	Square s, e;
	
	if (!isSetUp)
	{
		err << "nextMove() called when ChessAI not yet set up" << err;
		return false;
	}
		
	copyInData(game);
	
	if (gameOver)
	{
		err << "nextMove() caalled after game is over" << err;
		return false;
	}
	
	if (colorToMove!=myColor)
	{
		err << "called chessAI with wrong color to move" << err;
		return false;
	}
	
	err << "\n\n" << err;
	
	bool success=findBestMove(true, settings.checkDepth);
	
	return success;
}
Пример #2
0
void AIPlayer::getMove(Grid& grid)
{
	bool shouldAttack = true;
	//Check if we are in risk of losing and block the opponent.
	int riskX, riskY;
	Risk risk = checkRisk(grid, getOtherPlayerColor(), riskX, riskY); 
	//Before this, have to check if the risk of losing is smaller than the risk of wining.

	//Use heuristics later we may take more risk.
	switch(risk)
	{ 
		case Risk_Medium:
		case Risk_High:
		case Risk_WinTheGame:
		{
			playPosition.x = riskX;
			playPosition.y  = riskY;
			//shouldAttack = false; //we gotta defend!
		}
		break;
	}

	//Else try playing using the minimax algorithm.
	if (shouldAttack)
	{
		AIMove move = findBestMove(grid);
		playPosition = move.position;
	}
}
Пример #3
0
void Chess::update() {
	if (_controls._mouseLeft && _draggedPiece == nullptr && mouseOnTile() != nullptr && mouseOnTile()->holding() != nullptr) {
		if (&(mouseOnTile()->holding()->owner()) == &_player) {
			_draggedPiece = mouseOnTile()->holding();
		}
	}
	if (!_controls._mouseLeft && _draggedPiece != nullptr) {

		if (_draggedPiece->move(mouseOnTile(), _board.tiles())) {

			_lastMovedPlayer = &_draggedPiece->owner();

			_computer._bestScore = -10000;
			_computer._moves.clear();
			_player._bestScore = -10000;
			_player._moves.clear();

			findBestMove(&_computer, 4);
			_computer._bestMove.fromTile->_currPiece->move(_computer._bestMove.toTile, _board.tiles());
		}

		_draggedPiece = nullptr;
	}
	if (_draggedPiece != nullptr) {
		_draggedPiece->setPosition(_controls._mousePos.x - _draggedPiece->sprite().getGlobalBounds().width / 2
			+ _draggedPiece->sprite().getSize().x / 2,
			_controls._mousePos.y - _draggedPiece->sprite().getGlobalBounds().height / 2
			+ _draggedPiece->sprite().getSize().y / 2);
	}
}
Пример #4
0
int Chess::findBestMove(Player* player, int depth) {

	Player* otherPlayer = player;
	if (player == &_computer) {
		otherPlayer = &_player;
	}
	else {
		otherPlayer = &_computer;
	}

	if (depth == 0) {
		return (player->score(_board.tiles()) - otherPlayer->score(_board.tiles()));
	}

	for (auto cp : player->activeChessPieces(_board.tiles())) {
		for (auto pm : cp->possibleMoves(_board.tiles())) {
			// Make move
			ChessPiece* endPosPiece = pm.toTile->_currPiece;
			cp->move(pm.toTile, _board.tiles());
			player->_moves.push_back(Move(pm.fromTile, pm.toTile));

			int score = findBestMove(otherPlayer, depth - 1);
			if (score > player->_bestScore){
				player->_bestScore = score;
				player->_bestMove = player->_moves[0];
			}

			// Restore piece
			cp->_currTile = pm.fromTile;
			pm.fromTile->_currPiece = cp;
			pm.toTile->_currPiece = endPosPiece;
			if (endPosPiece != nullptr) {
				endPosPiece->setActive(true);
			}
			player->_moves.pop_back();
			// TODO: Change the way we update position of chesspieces everywhere.
			cp->setPosition(pm.fromTile->_pos.x + pm.fromTile->_size.x / 2, pm.fromTile->_pos.y + pm.fromTile->_size.y / 2);
		}
	}

	return (player->score(_board.tiles()) - otherPlayer->score(_board.tiles()));
}
Пример #5
0
Файл: mancala.c Проект: wfei/hw
char findBestComputerMove(Hole originalBoard[]) {
    printFlag = 0;
    int i, j, k;
    // make a copy of the originalBoard
    Hole newBoard[BOARDSIZE];
    copyBoard(newBoard, originalBoard);

    
    // construct the searching tree
    Node root;
    initSearchTree(newBoard, &root);
    
    // construct first level. Root is at level 0
    int depth = 3;
    expandTree(&root, depth, 1);
    Node* bestNode;
    bestNode = findBest(&root, depth);
    char computerMove = findBestMove(bestNode, &root);
    deleteTree(&root, &root);
    printFlag = 1;
    return computerMove;
}
Пример #6
0
int main(int argc, char** argv) {
	char b[BS];
	int r, c;


	Communicator comm(argc, argv);
	int validHMoves[BS];
	int validCMoves[BS];
	int scoreHMoves[BS];
	validCMoves[0] = 0;
	char buf[100];
	ofstream outputFile;
	if (comm.rank == 0) {
		
		sprintf(buf,"\n\nP = %d", comm.nprocs);
		logIt(buf);
		int hMove = 0;
		int depth = atoi(argv[1]);
		
		srand((int) time(NULL));
		setupBoard(b);
		do {
			validMoves(b,H,validHMoves,scoreHMoves);
			displayBoard(b);
			if (validHMoves[0]) {
				hMove = moveHuman(b,validHMoves);	// to get a manually entered move
				if (hMove == 0) {
					break;
				}
				cout << "After your move the board is:\n";
				displayBoard(b,C);
			} else {
				cout << "You Don't have any valid moves.\n";
			}
			cout << "Computer is plotting your demise.\n";

			int best = findBestMove(comm, b, C, depth);

			if (best != 0) {
				squareScore(b,best,C,true);
				aiToBs(best, r, c);
				cout << "Computer moves to [" << r << "," << c << "]\n";
			} else {
				cout << "Computer does not have a valid move\n";
			}
		} while ((validCMoves[0] || validHMoves[0]) && (hMove != 0));

		WorkRequest* wReq = new WorkRequest();
		wReq->b[0] = 'T';
		for(int i = 1; i < comm.nprocs; i++)
			comm.send(i, (char *) wReq, 1, TAG_DO_THIS_WORK);
		cout << "\n\nGame over\n\n";
		
	} else { // not comm.rank 0
		worker(comm);
	}
	
	comm.finalize();
	
	return (EXIT_SUCCESS);
}
Пример #7
0
double ChessAI::findBestMove(bool playIt, int iter)
{
	PieceColor color=colorToMove;
	Square s, e;
	MoveHolder moves(settings.checkWidth);
	
	if (checkForBoringTie())
	{
		//err << "\n\n\n		BORING TIE FOUND\n\n\n" << err; 
		return 0.5;
	}
	
	for (int i=((color==WHITE)?0:16); i<((color==WHITE)?16:32); ++i)
	{
		if (pieces[i].alive)
		{
			s=pieces[i].square;
			
			for (e.y=0; e.y<8; ++e.y)
			{
				for (e.x=0; e.x<8; ++e.x)
				{
					bool path=checkMovePath(s, e);
					
					bool check=checkCheck(colorToMove, s, e);
					
					if (path && check)
					{
						forceMove(s, e);
						moves.add(MoveData(s, e, eval(color)));
						undo();
						
						checkBoard();
					}
				}
			}
		}
	}
	
	if (moves.size()<1)
	{
		if (checkCheck(color, kings[color]->square, kings[color]->square))
			return 0.5;
		else
			return 0.0;
	}
	
	MoveData bestMove;
	
	bestMove.score=-1;
	
	for (auto i=moves.begin(); i!=moves.end(); ++i)
	{
		for (int j=settings.checkDepth; j>iter; --j)
			err << "    ";
		
		err << pieceColor2Name(color) << " " << pieceType2Name(board((*i).s)->type) << " from " << (*i).s.str() << " to " << (*i).e.str() << err;
		
		forceMove((*i).s, (*i).e);
		
		double score=0;
		
		if (iter<=0)
		{
			score=eval(color);
		}
		else
		{
			score=1-findBestMove(false, iter-1);
		}
		
		undo();
		
		for (int j=settings.checkDepth+1; j>iter; --j)
			err << "    ";
	
		err << "best score for " << pieceColor2Name(myColor) << ": " << ((myColor==color)?score:1-score) << err;
		
		if (score>bestMove.score)
		{
			bestMove.s=(*i).s;
			bestMove.e=(*i).e;
			bestMove.score=score;
		}
	}
	
	if (playIt)
	{
		return game->playMove(bestMove.s, bestMove.e);
	}
	else
	{
		return bestMove.score;
	}
}