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AIPlayer.java
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package ce326.hw3;
public class AIPlayer {
static int depth = 1;
// MinMax algorithm with alpha beta pruning.
public static double minimaxAB(int depth, double alpha, double beta, boolean maximizingPlayer) {
// int score = evaluateScore();
double score = evaluateScore();
// If depth equals zero or board is full return the evaluation of the board.
if (depth == 0 || board.isFull() || score >= 10000 || score <= -10000) {
// return evaluateScore();
return score;
}
// Maximizing player.
if (maximizingPlayer) {
double bestValue = -Double.MAX_VALUE;
for (int col = 0; col < 7; col++) {
if (board.colPlayed[col] == 6) {
continue;
}
board.board[board.colPlayed[col]][col] = 2;
board.colPlayed[col]++;
double value = minimaxAB(depth - 1, alpha, beta, false);
board.colPlayed[col]--;
board.board[board.colPlayed[col]][col] = 0;
if (value > bestValue) {
bestValue = value;
}
alpha = Math.max(alpha, bestValue);
if (beta <= alpha) {
break;
}
}
return bestValue;
// Minimizing player.
}
else {
double bestValue = Double.MAX_VALUE;
for (int col = 0; col < 7; col++) {
if (board.colPlayed[col] == 6) {
continue;
}
board.board[board.colPlayed[col]][col] = 1;
board.colPlayed[col]++;
double value = minimaxAB(depth - 1, alpha, beta, true);
board.colPlayed[col]--;
board.board[board.colPlayed[col]][col] = 0;
if (value < bestValue) {
bestValue = value;
}
beta = Math.min(beta, bestValue);
if (beta <= alpha) {
break;
}
}
return bestValue;
}
}
// Calculate best move by calling the minmax algorithm from the opponent's point of view.
public static int calculateBestMove(int depth) {
double bestValue = -Double.MAX_VALUE;
int bestMove = -1;
double moveValue;
double alpha = -Double.MAX_VALUE, beta = Double.MAX_VALUE;
for (int col = 0; col < 7; col++) {
if (board.colPlayed[col] == 6) {
continue; // column is full, cannot play here
}
board.board[board.colPlayed[col]][col] = 2;
board.colPlayed[col]++;
moveValue = minimaxAB(depth-1, alpha, beta, false);
board.colPlayed[col]--;
board.board[board.colPlayed[col]][col] = 0;
if (moveValue > bestValue) {
bestValue = moveValue;
bestMove = col;
}
alpha = Math.max(alpha, bestValue);
if (beta <= alpha) {
break;
}
}
return bestMove;
}
// Evaluate the total score of the board's situation.
public static int evaluateScore() {
int totalValue = 0;
totalValue += calculateVerticalVal();
totalValue += calculateHorizontalVal();
totalValue += calculateRightDiagVal();
totalValue += calculateLeftDiagVal();
return (totalValue);
}
// Find the left diagonal possible quadraplets and calculate their scores.
private static int calculateLeftDiagVal() {
int col, row;
int count = 0, oppCount = 0;
int value = 0;
// Check for every row that can have 4 up (diagonally).
for (row = 0; row < 3; row ++) {
// Check for every column that can have 4 left (diagonally).
for (col = 3; col < 7; col ++) {
// Check for 4 left diagonally.
for (int i = 0; i < 4; i ++) {
if (board.board[row+i][col-i] == 2) {
if (oppCount > 0) {
oppCount = 0;
break;
}
count ++;
}
else if (board.board[row+i][col-i] != 0) {
if (count > 0) {
count = 0;
break;
}
oppCount ++;
}
}
value += calculateValue(count, oppCount);
count = 0;
oppCount = 0;
}
}
return (value);
}
// Find the right diagonal possible quadraplets and calculate their scores.
private static int calculateRightDiagVal() {
int col, row;
int count = 0, oppCount = 0;
int value = 0;
// Check every row that can have 4 up (diagonally).
for (row = 0; row < 3; row ++) {
// Check every column that can have 4 right (diagonally).
for (col = 0; col < 4; col ++) {
// Check for 4 right diagonally.
for (int i = 0; i < 4; i ++) {
if (board.board[row+i][col+i] == 2) {
if (oppCount > 0) {
oppCount = 0;
break;
}
count ++;
}
else if (board.board[row+i][col+i] != 0) {
if (count > 0) {
count = 0;
break;
}
oppCount ++;
}
}
value += calculateValue(count, oppCount);
count = 0;
oppCount = 0;
}
}
return (value);
}
// Find the horizontal possible quadraplets and calculate their scores.
private static int calculateHorizontalVal() {
int col, row;
int count = 0, oppCount = 0;
int value = 0;
// Check all rows.
for (row = 0; row < 6; row ++) {
// Check every column that can have 4 horizontically.
for (col = 0; col < 4; col ++) {
// Check for 4 horizontal.
for (int i = 0; i < 4; i ++) {
if (board.board[row][col+i] == 2) {
if (oppCount > 0) {
oppCount = 0;
break;
}
count ++;
}
else if (board.board[row][col+i] != 0) {
if (count > 0) {
count = 0;
break;
}
oppCount ++;
}
}
value += calculateValue(count, oppCount);
oppCount = 0;
count = 0;
}
}
return (value);
}
// Find the vertical possible quadraplets and calculate their scores.
private static int calculateVerticalVal() {
int col, row;
int count = 0, oppCount = 0;
int value = 0;
// Check all columns.
for (col = 0; col < 7; col ++) {
// Check every row that can have 4 vertically.
for (row = 0; row < board.colPlayed[col] && row < 3; row ++) {
// Check for 4 vertical.
for (int i = 0; i < 4; i ++) {
if (board.board[row+i][col] == 2) {
if (oppCount > 0) {
oppCount = 0;
break;
}
count ++;
}
else if (board.board[row+i][col] != 0) {
if (count > 0) {
count = 0;
break;
}
oppCount ++;
}
}
value += calculateValue(count, oppCount);
oppCount = 0;
count = 0;
}
}
return (value);
}
// For one possible connect 4 calculate the total score.
private static int calculateValue (int count, int oppCount) {
int value = 0;
if (count > 0) {
if (count == 1)
value = 1;
else if (count == 2)
value = 4;
else if (count == 3)
value = 16;
else if (count == 4)
value = 10000;
}
else if (oppCount > 0) {
if (oppCount == 1)
value = -1;
else if (oppCount == 2)
value = -4;
else if (oppCount == 3)
value = -16;
else if (oppCount == 4)
value = -10000;
}
return value;
}
}