theorethisch, aber npraktisch doch nicht funktionierender MiniMax

Algorithmus
This commit is contained in:
Trolli Schmittlauch 2015-03-13 04:06:26 +01:00
parent 903e559856
commit 4dd39b5e79
3 changed files with 125 additions and 44 deletions

View file

@ -7,12 +7,13 @@
#include <unistd.h>
#include <string.h>
#include <time.h>
#include <vector>
#include <mcp.h>
#include "playerlib.h"
static int
static int
send_move(int row, int col)
{
FILE *f = fdopen(dup(CHILD_OUT_FD), "w");
@ -21,44 +22,104 @@ send_move(int row, int col)
return 0;
}
unsigned int*
numNextMoves(cell (*field)[fieldSize], movesList *moves) {
int
buildTree(gameTree *currentNode, cell (*field)[fieldSize], movesList *moves, int depth, char enemyc) {
if (depth == 0 || moves->movesNumber == 0)
return 0;
currentNode->numChildMoves = moves->movesNumber;
currentNode->childMove = new gameTree[maxMoves]();
//switch stone char
char tmpown = ownc, tmpenemy = enemyc;
char enemyc = getEnemyChar(tmpenemy);
char ownc = getEnemyChar(tmpown);
#ifdef debugprint
printf("Own: %c Enemy: %c\n", ownc, enemyc);
#endif
unsigned int *numberOfEnemyMoves= new unsigned int[maxMoves]();
for (size_t moveNum=0; moveNum < moves->movesNumber; ++moveNum)
ownc = getEnemyChar(enemyc);
//#ifdef debugprint
// printf("Depth %d: enemy: %c\n", depth, enemyc);
//#endif
for(size_t i=0; i<moves->movesNumber; ++i)
{
currentNode->childMove[i].nodeMove = moves->list[i];
size_t fieldMemSize = fieldSize*fieldSize*sizeof(cell);
//cell (*futureField)[fieldSize] = (cell (*)[fieldSize]) malloc(fieldMemSize);
auto futureField = new cell[fieldSize][fieldSize]();
memcpy(futureField, field, fieldMemSize);
futureField[(moves->list[moveNum].turnRow-1)][(moves->list[moveNum].turnCol-1)].content=enemyc;
printf("--------------------\nfutureField\n");
#ifdef debugprint
for(size_t n=0;n<fieldSize;++n)
{
for(size_t m=0; m<fieldSize; ++m)
{
printf("%c ", futureField[n][m].content);
}
printf("\n");
}
#endif
futureField[(moves->list[i].turnRow-1)][(moves->list[i].turnCol-1)].content=enemyc;
movesList *futureMoves = new movesList();
findMoves(futureField, futureMoves);
numberOfEnemyMoves[moveNum] = futureMoves->movesNumber;
buildTree(&(currentNode->childMove[i]), futureField, futureMoves, depth-1, getEnemyChar(enemyc));
delete [] futureMoves;
delete [] futureField;
//free(futureField);
}
return numberOfEnemyMoves;
return 1;
}
move
maxEvalMove(std::vector<evalMove> *curMoves) {
evalMove maxM;
maxM.evaluation = -9;
#ifdef debugprint
printf("Foo\n");
#endif
for(size_t i = 0; i < curMoves->size(); ++i)
{
#ifdef debugprint
printf("bar %d %d\n", maxM.evaluation, curMoves->at(i).evaluation);
#endif
if(curMoves->at(i).evaluation > maxM.evaluation)
{
#ifdef debugprint
printf("baz\n");
#endif
maxM.evaluation = curMoves->at(i).evaluation;
maxM.m = curMoves->at(i).m;
}
}
return maxM.m;
}
int
maxInt(std::vector<int> *evaluations) {
int maxE = -10;
for(size_t i = 0; i<evaluations->size(); ++i)
{
if(evaluations->at(i) > maxE)
{
maxE = evaluations->at(i);
}
}
return maxE;
}
//MiniMax Algorithmus
int
eval(gameTree *currentNode, int depth) {
if (depth == 0 || !currentNode->numChildMoves)
{
//gut: hohe Mobilität, Eckzüge. Schlecht: Züge auf Felder direkt vor der Ecke
return ((-1)+currentNode->numChildMoves + 5*isCornerField(currentNode->nodeMove) - 2*isCOrXField(currentNode->nodeMove));
}
std::vector<int> curEvals;
for(size_t i = 0; i < currentNode->numChildMoves; ++i)
{
int curEval = -1 * eval(&(currentNode->childMove[i]), depth-1);
curEvals.push_back(curEval);
}
return maxInt(&curEvals);
}
move
findBestMove(gameTree *currentNode, int depth) {
std::vector<evalMove> curMoves;
for(size_t i = 0; i < currentNode->numChildMoves; ++i)
{
evalMove m;
m.evaluation = -1 * eval(&(currentNode->childMove[i]), depth-1);
m.m = currentNode->childMove[i].nodeMove;
#ifdef debugprint
printf("findBest %d: %d, %d\n", m.evaluation, m.m.turnRow, m.m.turnCol);
#endif
curMoves.push_back(m);
}
return maxEvalMove(&curMoves);
}
int main(void)
@ -103,39 +164,44 @@ int main(void)
findMoves(field, moves);
unsigned int *numOfEnemyMoves = numNextMoves(field, moves);
// unsigned int *numOfEnemyMoves = numNextMoves(field, moves);
for(size_t i=0; i<moves->movesNumber; ++i)
{
printf("Moves %d %d -> %d enemy moves\n", moves->list[i].turnRow, moves->list[i].turnCol, numOfEnemyMoves[i]);
}
// for(size_t i=0; i<moves->movesNumber; ++i)
// {
// printf("Moves %d %d -> %d enemy moves\n", moves->list[i].turnRow, moves->list[i].turnCol, numOfEnemyMoves[i]);
// }
if(!(moves->movesNumber))
{
turn_row=0;
turn_col=0;
#ifdef debugprint
printf("Nope\n");
#endif
}
else
{
int r = rand() % moves->movesNumber;
turn_row=moves->list[r].turnRow;
turn_col=moves->list[r].turnCol;
if((numX+numO)>5*fieldSize*fieldSize/6)
endgame = 1;
gameTree *treeRoot = new gameTree();
treeRoot->nodeMove.turnRow = 0;
treeRoot->nodeMove.turnCol = 0;
buildTree(treeRoot, field, moves, 3, getEnemyChar(enemyc));
move finalMove = findBestMove(treeRoot, 3);
turn_row=finalMove.turnRow;
turn_col=finalMove.turnCol;
#ifdef debugprint
printf("Getätigter Zug: %d,%d\n", turn_row, turn_col);
#endif
}
#ifdef debugprint
printf("numX: %d, numO: %d\n", numX, numO);
printf("%d %d\n", sizeof(field), sizeof(cell[fieldSize][fieldSize]));
move te;
te.turnRow=2;
te.turnCol=1;
printf("IsCorner? %d\n", isCOrXField(te));
#endif
// 3. Return result
send_move(turn_row, turn_col);
//free(numOfEnemyMoves);
delete [] field;
delete [] moves;
/* END PLAYER-SPECIFIC CODE */

View file

@ -1,6 +1,7 @@
//#define debugprint
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include "playerlib.h"
@ -24,6 +25,7 @@ int findDiagonalTopRightMoves(cell (*)[fieldSize], movesList *);
char enemyc = 0, ownc = 0;
unsigned int endgame=0;
char
getEnemyChar(char c) {

View file

@ -2,6 +2,7 @@
#define PLAYERLIB_H
const int fieldSize=8, maxMoves=100; // =fieldHeight=fieldWidth
extern unsigned int endgame;
extern char enemyc; //initially 0, contains char of enemy's stone
extern char ownc;
@ -19,6 +20,18 @@ struct movesList {
move *list = new move[maxMoves](); //eigentlich maximal 8*8-4 Lösungen, aber manche doppelt? -> Reserve
};
struct gameTree{
int evaluation;
move nodeMove;
gameTree *childMove = NULL;
unsigned int numChildMoves=0;
};
struct evalMove{
int evaluation;
move m;
};
//returns the character used for the enemy's stones
extern char getEnemyChar(char);
//reads the stateBuffer string into a 2d matrix