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Copy pathAI.cpp
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373 lines (357 loc) · 12.7 KB
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#include "AI.h"
#include <climits>
#include <iostream>
#include <algorithm>
#include <cmath>
AI::AI(int myPlayer, int allPlayersSize)
{
_myPlayer = myPlayer;
_allPlayersSize = allPlayersSize;
_playersWithoutMove = 0;
_counter = 0;
_numberOfMoves = 0;
_lastAlpha = INT_MIN;
_lastBeta = INT_MAX;
}
int AI::NextPlayer(int player, int playersSize)
{
if (player < playersSize)
player++;
else
player = 1;
return player;
}
void AI::SetCounter()
{
_counter = 0;
}
int AI::GetCounter() const
{
return _counter;
}
bool SortForMin(const AIMove &lhs, const AIMove &rhs){
return lhs.score < rhs.score;
}
bool SortForMax(const AIMove &lhs, const AIMove &rhs){
return lhs.score > rhs.score;
}
int AI::paranoidAlgorithm(Map &map, std::vector<GamePiece> allPlayers, int playerNr, int depth, int orgDepth, AIMove &bestMove, bool &enoughTime, int noMoves){
_counter++;
if (depth == 0){
return map.evaluate(allPlayers[_myPlayer - 1]);
}
if (enoughTime == false)
return 0;
std::vector<AIMove> MoveList;
map.getReducedMoveList(allPlayers[playerNr - 1], MoveList);
//Wenn keine Züge mehr möglich
if (MoveList.size() == 0){
++noMoves;
if (noMoves == _allPlayersSize)
return map.CheckForWin(_myPlayer);
return paranoidAlgorithm(map, allPlayers, NextPlayer(playerNr, allPlayers.size()), depth, orgDepth, bestMove, enoughTime, noMoves);
}
//Map UND Spieler zwischenspeichern, weil sie sich ändert in set Methode
auto tempMap = map.GetField();
GamePiece playerCopy = allPlayers[playerNr - 1];
int bestScore, returnedScore;
if (playerNr == _myPlayer)//MAX
bestScore = INT_MIN; //Minus Unendlich
else//MIN
bestScore = INT_MAX; //Plus Unendlich
for (auto move : MoveList){
if (enoughTime == false)
return 0;
map.Set(move.x, move.y, move.bonus, allPlayers[playerNr - 1]); //Achtung hier ändern sich Spielerwerte und Map
returnedScore = paranoidAlgorithm(map, allPlayers, NextPlayer(playerNr, allPlayers.size()), depth - 1, orgDepth, bestMove, enoughTime, 0);
//Ausgangswerte in Spielfeld UND Spielerwerte werden wieder hergestellt
map.SetField(tempMap);
allPlayers[playerNr - 1] = playerCopy;
//MAX
if (playerNr == _myPlayer){
if (bestScore < returnedScore)
{
bestScore = returnedScore;
if (depth == orgDepth)
bestMove = move;
}
}
//MIN
else{
if (bestScore > returnedScore)
{
bestScore = returnedScore;
if (depth == orgDepth)
bestMove = move;
}
}
}
return bestScore;
}
int AI::Max(Map &map, std::vector<GamePiece> allPlayers, int playerNr, int depth, int orgDepth, AIMove &bestMove, bool &enoughTime, int noMoves, int alpha, int beta){
_counter++;
if (depth == 0){
return map.evaluate(allPlayers[_myPlayer - 1], _numberOfMoves);
}
if (enoughTime == false)
return 0;
std::vector<AIMove> MoveList;
map.getReducedMoveList(allPlayers[playerNr - 1], MoveList);
_numberOfMoves = MoveList.size();
if (MoveList.size() == 0){
++noMoves;
if (noMoves == _allPlayersSize)
return map.CheckForWin(_myPlayer);
int nextPlayerNr = NextPlayer(playerNr, allPlayers.size());
if (nextPlayerNr == _myPlayer)
return Max(map, allPlayers, nextPlayerNr, depth, orgDepth, bestMove, enoughTime, noMoves, alpha, beta);
else
return Min(map, allPlayers, nextPlayerNr, depth, orgDepth, bestMove, enoughTime, noMoves, alpha, beta);
}
//Map UND Spieler zwischenspeichern, weil sie sich ändert in set Methode
auto tempMap = map.GetField();
GamePiece playerCopy = allPlayers[playerNr - 1];
int nextPlayerNr = NextPlayer(playerNr, allPlayers.size());
int value = INT_MIN;
for (const auto &move : MoveList){
if (enoughTime == false)
return 0;
map.Set(move.x, move.y, move.bonus, allPlayers[playerNr - 1]);
if (nextPlayerNr == _myPlayer)
value = Max(map, allPlayers, nextPlayerNr, depth - 1, orgDepth, bestMove, enoughTime, 0, alpha, beta);
else
value = Min(map, allPlayers, nextPlayerNr, depth - 1, orgDepth, bestMove, enoughTime, 0, alpha, beta);
map.SetField(tempMap);
allPlayers[playerNr - 1] = playerCopy;
//Hier wird geschnitten
if (value >= beta){
return value;
}
if (value > alpha){
alpha = value;
if (depth == orgDepth)
bestMove = move;
}
}
return alpha;
}
void AI::IterativeDepthAlgorithm(Map &map, std::vector<GamePiece> allPlayers, AIMove &bestMove, bool &enoughTime, long time)
{
int depth = 1; //Anfangstiefe 1
AIMove backupMove = map.GetFirstPossibleMove(allPlayers[_myPlayer - 1]);
bestMove = backupMove;
AIMove possibleMove;
while (enoughTime)
{
MaxOrdered(map, allPlayers, _myPlayer, depth, depth, possibleMove, enoughTime);
depth++;
if (enoughTime)
bestMove = possibleMove;
}
if (bestMove.x == backupMove.x && bestMove.y == backupMove.y && depth == 1)
std::cout << "BackupMove benutzt" << std::endl;
std::cout << "Tiefe: " << depth << std::endl;
}
void AI::AspirationWindowAlgorithm(Map &map, std::vector<GamePiece> allPlayers, AIMove &bestMove, bool &enoughTime, long time)
{
int depth = 1; //Anfangstiefe 1
//int timeForNextMove = 0;
//Timer t;
int alpha = INT_MIN, beta = INT_MAX;
//t.start();
AIMove possibleMove;
AIMove backupMove = map.GetFirstPossibleMove(allPlayers[_myPlayer - 1]);
bestMove = backupMove;
while (enoughTime)
{
//if (map.GetEmptyFields() < depth && allPlayers[_myPlayer].getOverrideStonesNr() <= 0) //Das Tiefe nicht zu weit berechnet wird
// enoughTime = false;
possibleMove.x = -1;
MaxOrdered(map, allPlayers, _myPlayer, depth, depth, possibleMove, enoughTime, 0, alpha, beta);
//Wenn Zug falsch wird Algorithmus nochmal mit INT_MIN und INT_MAX auf gleicher Tiefe aufgerufen
//Wenn Zug richtig ist, wird tiefe erhöht, Aspiration Window vergrößert
if (possibleMove.x == -1){
alpha = INT_MIN;
beta = INT_MAX;
std::cout << "Aspiration Window zurueckgesetzt!" << std::endl;
continue;
}
else{
std::cout << "lastAlpha " << _lastAlpha << std::endl << "lastBeta " << _lastBeta << std::endl;
alpha = _lastAlpha - 5000;
beta = _lastBeta + 5000;
std::cout << "Alpha " << alpha << std::endl << "Beta " << beta << std::endl;
++depth;
//timeForNextMove = std::pow(_numberOfMoves, 0.75 * depth) * 1; //Konstanten müssen noch gefunden werden
//if (timeForNextMove > time - t.getTime() - 100) //100ms zur Sicherheit noch abgezogen
// enoughTime = false;
}
if (enoughTime)
bestMove = possibleMove;
}
if (bestMove.x == backupMove.x && bestMove.y == backupMove.y && depth == 1)
std::cout << "BackupMove benutzt" << std::endl;
std::cout << "Tiefe: " << depth << std::endl;
}
int AI::Min(Map &map, std::vector<GamePiece> allPlayers, int playerNr, int depth, int orgDepth, AIMove &bestMove, bool &enoughTime, int noMoves, int alpha, int beta){
_counter++;
if (depth == 0){
return map.evaluate(allPlayers[_myPlayer - 1]);
}
if (enoughTime == false)
return 0;
std::vector<AIMove> MoveList;
map.getReducedMoveList(allPlayers[playerNr - 1], MoveList);
_numberOfMoves = MoveList.size();
if (MoveList.size() == 0){
++noMoves;
if (noMoves == _allPlayersSize)
return map.CheckForWin(_myPlayer);
int nextPlayerNr = NextPlayer(playerNr, allPlayers.size());
if (nextPlayerNr == _myPlayer)
return Max(map, allPlayers, nextPlayerNr, depth, orgDepth, bestMove, enoughTime, noMoves, alpha, beta);
else
return Min(map, allPlayers, nextPlayerNr, depth, orgDepth, bestMove, enoughTime, noMoves, alpha, beta);
}
//Map UND Spieler zwischenspeichern, weil sie sich ändert in set Methode
auto tempMap = map.GetField();
GamePiece playerCopy = allPlayers[playerNr - 1];
int value = INT_MAX;
int nextPlayerNr = NextPlayer(playerNr, allPlayers.size());
for (auto &move : MoveList){
if (enoughTime == false)
return 0;
map.Set(move.x, move.y, move.bonus, allPlayers[playerNr - 1]);
if (nextPlayerNr == _myPlayer)
value = Max(map, allPlayers, nextPlayerNr, depth - 1, orgDepth, bestMove, enoughTime, 0, alpha, beta);
else
value = Min(map, allPlayers, nextPlayerNr, depth - 1, orgDepth, bestMove, enoughTime, 0, alpha, beta);
map.SetField(tempMap);
allPlayers[playerNr - 1] = playerCopy;
//Hier wird geschnitten
if (value <= alpha){
return value;
}
//Hier ist das aktuelle Minimum
if (beta > value)
beta = value;
}
return beta;
}
void AI::SetAllPlayersSizeLower()
{
_allPlayersSize--;
}
int AI::MaxOrdered(Map &map, std::vector<GamePiece> allPlayers, int playerNr, int depth, int orgDepth, AIMove &bestMove, bool &enoughTime, int noMoves, int alpha, int beta){
_counter++;
if (depth == 0){
return map.evaluate(allPlayers[_myPlayer - 1], _numberOfMoves);
}
if (enoughTime == false)
return 0;
std::vector<AIMove> MoveList;
map.getReducedMoveList(allPlayers[playerNr - 1], MoveList);
if (MoveList.size() == 0) {
++noMoves;
if (noMoves == _allPlayersSize)
return map.CheckForWin(_myPlayer);
int nextPlayerNr = NextPlayer(playerNr, allPlayers.size());
if (nextPlayerNr == _myPlayer)
return MaxOrdered(map, allPlayers, nextPlayerNr, depth, orgDepth, bestMove, enoughTime, noMoves, alpha, beta);
else
return MinOrdered(map, allPlayers, nextPlayerNr, depth, orgDepth, bestMove, enoughTime, noMoves, alpha, beta);
}
//Map UND Spieler zwischenspeichern, weil sie sich ändert in set Methode
auto tempMap = map.GetField();
GamePiece playerCopy = allPlayers[playerNr - 1];
int nextPlayerNr = NextPlayer(playerNr, allPlayers.size());
int value = INT_MIN;
if (depth > 1 && depth < (orgDepth - 1)) {
for (auto &move : MoveList){
map.Set(move.x, move.y, move.bonus, allPlayers[playerNr - 1]);
move.score = map.CountStones(_myPlayer);
map.SetField(tempMap);
allPlayers[playerNr - 1] = playerCopy;
}
std::sort(MoveList.begin(), MoveList.end(), SortForMax);
}
//Nur in Max Knoten wird numberOfMoves gesetzt
_numberOfMoves = MoveList.size();
for (const auto &move : MoveList){
if (enoughTime == false)
return 0;
map.Set(move.x, move.y, move.bonus, allPlayers[playerNr - 1]);
if (nextPlayerNr == _myPlayer)
value = MaxOrdered(map, allPlayers, nextPlayerNr, depth - 1, orgDepth, bestMove, enoughTime, 0, alpha, beta);
else
value = MinOrdered(map, allPlayers, nextPlayerNr, depth - 1, orgDepth, bestMove, enoughTime, 0, alpha, beta);
map.SetField(tempMap);
allPlayers[playerNr - 1] = playerCopy;
//Hier wird geschnitten
if (value >= beta){
return value;
}
if (value > alpha){
alpha = value;
_lastAlpha = alpha; //Für Aspiration Window
if (depth == orgDepth)
bestMove = move;
}
}
return alpha;
}
int AI::MinOrdered(Map &map, std::vector<GamePiece> allPlayers, int playerNr, int depth, int orgDepth, AIMove &bestMove, bool &enoughTime, int noMoves, int alpha, int beta){
_counter++;
if (depth == 0){
return map.evaluate(allPlayers[_myPlayer - 1], _numberOfMoves);
}
if (enoughTime == false)
return 0;
std::vector<AIMove> MoveList;
map.getReducedMoveList(allPlayers[playerNr - 1], MoveList);
if (MoveList.size() == 0) {
++noMoves;
if (noMoves == _allPlayersSize)
return map.CheckForWin(_myPlayer);
int nextPlayerNr = NextPlayer(playerNr, allPlayers.size());
if (nextPlayerNr == _myPlayer)
return MaxOrdered(map, allPlayers, nextPlayerNr, depth, orgDepth, bestMove, enoughTime, noMoves, alpha, beta);
else
return MinOrdered(map, allPlayers, nextPlayerNr, depth, orgDepth, bestMove, enoughTime, noMoves, alpha, beta);
}
//Map UND Spieler zwischenspeichern, weil sie sich ändert in set Methode
auto tempMap = map.GetField();
GamePiece playerCopy = allPlayers[playerNr - 1];
int value = INT_MAX;
int nextPlayerNr = NextPlayer(playerNr, allPlayers.size());
if (depth > 1 && depth < (orgDepth - 1)) {
for (auto &move : MoveList){
map.Set(move.x, move.y, move.bonus, allPlayers[playerNr - 1]);
move.score = map.CountStones(_myPlayer);
map.SetField(tempMap);
allPlayers[playerNr - 1] = playerCopy;
}
std::sort(MoveList.begin(), MoveList.end(), SortForMin);
}
for (const auto &move : MoveList){
if (enoughTime == false)
return 0;
map.Set(move.x, move.y, move.bonus, allPlayers[playerNr - 1]);
if (nextPlayerNr == _myPlayer)
value = MaxOrdered(map, allPlayers, nextPlayerNr, depth - 1, orgDepth, bestMove, enoughTime, 0, alpha, beta);
else
value = MinOrdered(map, allPlayers, nextPlayerNr, depth - 1, orgDepth, bestMove, enoughTime, 0, alpha, beta);
map.SetField(tempMap);
allPlayers[playerNr - 1] = playerCopy;
//Hier wird geschnitten
if (value <= alpha){
return value;
}
//Hier ist das aktuelle Minimum
if (beta > value){
beta = value;
_lastBeta = beta; //Für Aspiration Window
}
}
return beta;
}