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Player.cs
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186 lines (157 loc) · 5.93 KB
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using UnityEngine;
using System;
namespace ConnectFourGame
{
public class Player
{
protected int id;
public void SetID(int num)
{
id = num;
}
public int GetID()
{
return id;
}
public static int MakeMove(ref Board board, int dificulty)
{
System.Random rand = new System.Random();
int[] availableColumns = new int[7];
int availableCount = 0;
// Find available columns (top row empty)
for (int col = 0; col < 7; col++)
{
if (board.CanDrop(col))
{
availableColumns[availableCount] = col;
availableCount++;
}
}
//AI code bellow
int depth = dificulty; // Adjust for stronger/weaker AI
int bestScore = int.MinValue;
int bestCol = availableColumns[availableCount/2]; // Fallback on middle col
for (int i = 0; i < availableCount; i++)
{
int col = availableColumns[i];
// Simulate move
Board boardCopy = board.Clone();
boardCopy.Drop(2, col); // 2 = AI's player number
int score = Minimax(boardCopy, depth - 1, false, int.MinValue, int.MaxValue);
if (score > bestScore)
{
bestScore = score;
bestCol = col;
}
}
int thiscol = bestCol;
return thiscol;
}
public static int Minimax(Board board, int depth, bool maximizingPlayer, int alpha, int beta)
{
// 2 = AI, 1 = Human.
if (board.PlayerIsWin(2)) return 1000 + depth;
if (board.PlayerIsWin(1)) return -1000 - depth;
if (board.IsFull() || depth == 0) return EvaluateBoard(board);
if (maximizingPlayer)
{
int maxEval = int.MinValue;
for (int col = 0; col < 7; col++)
{
if (!board.CanDrop(col)) continue;
Board boardCopy = board.Clone();
boardCopy.Drop(2, col);
int eval = Minimax(boardCopy, depth - 1, false, alpha, beta);
maxEval = Math.Max(maxEval, eval);
alpha = Math.Max(alpha, eval);
if (beta <= alpha)
break;
}
return maxEval;
}
else
{
int minEval = int.MaxValue;
for (int col = 0; col < 7; col++)
{
if (!board.CanDrop(col)) continue;
Board boardCopy = board.Clone();
boardCopy.Drop(1, col);
int eval = Minimax(boardCopy, depth - 1, true, alpha, beta);
minEval = Math.Min(minEval, eval);
beta = Math.Min(beta, eval);
if (beta <= alpha)
break;
}
return minEval;
}
}
// Simple heuristic: prefers center and possible connections
static int EvaluateWindow(int[] window, int piece)
{
int score = 0;
int opponentPiece = (piece == 1) ? 2 : 1;
int countPiece = 0, countOpponent = 0, countEmpty = 0;
foreach (int cell in window)
{
if (cell == piece) countPiece++;
else if (cell == opponentPiece) countOpponent++;
else countEmpty++;
}
if (countPiece == 4)
score += 100;
else if (countPiece == 3 && countEmpty == 1)
score += 5;
else if (countPiece == 2 && countEmpty == 2)
score += 2;
if (countOpponent == 3 && countEmpty == 1)
score -= 4;
return score;
}
public static int EvaluateBoard(Board boardObj)
{
int[,] board = boardObj.board;
int score = 0;
// Center column preference
int centerCol = 7 / 2;
int centerCount = 0;
for (int r = 0; r < 6; r++)
if (board[r, centerCol] == 2)
centerCount++;
score += centerCount * 6;
// Horizontal
for (int r = 0; r < 6; r++)
for (int c = 0; c < 7 - 3; c++)
{
int[] window = { board[r, c], board[r, c + 1], board[r, c + 2], board[r, c + 3] };
score += EvaluateWindow(window, 2);
score -= EvaluateWindow(window, 1); // Subtract human's perspective
}
// Vertical
for (int c = 0; c < 7; c++)
for (int r = 0; r < 6 - 3; r++)
{
int[] window = { board[r, c], board[r + 1, c], board[r + 2, c], board[r + 3, c] };
score += EvaluateWindow(window, 2);
score -= EvaluateWindow(window, 1);
}
// Positive diagonal (\)
for (int r = 0; r < 6 - 3; r++)
for (int c = 0; c < 7 - 3; c++)
{
int[] window = { board[r, c], board[r + 1, c + 1], board[r + 2, c + 2], board[r + 3, c + 3] };
score += EvaluateWindow(window, 2);
score -= EvaluateWindow(window, 1);
}
// Negative diagonal (/)
for (int r = 3; r < 6; r++)
for (int c = 0; c < 7 - 3; c++)
{
int[] window = { board[r, c], board[r - 1, c + 1], board[r - 2, c + 2], board[r - 3, c + 3] };
score += EvaluateWindow(window, 2);
score -= EvaluateWindow(window, 1);
}
return score;
}
}
}