Update project
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package model;
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import java.io.Serializable;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.List;
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/**
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* This class implements the minimax alpha-beta pruning algorithm.
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*
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* @author Minh Bui
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*
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*/
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public class Minimax_AlphaBeta implements ComputerPlayer {
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/**
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*
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*/
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private static final long serialVersionUID = -8226404171733596155L;
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/**
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* Specify the maximum depth for the search tree.
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*/
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private final int init_depth = 5;
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/**
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* Comment: Since minimax looks at all of the nodes in the search tree, we need
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* a class that is similar to the game model.
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*
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* It's quite inefficient since we have to create many instances of this class
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* for each tree node.
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*
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* @author Minh Bui
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*/
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private class GameState extends Connect4Model {
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/**
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* Java generated serialize UID. Since GameState extends Connect4Model, it's
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* just here for the sake of surpressing warning.
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*/
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private static final long serialVersionUID = 2L;
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/**
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* Create a GameState object given a game model.
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*
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* @param gameModel
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* The given game model.
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*/
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public GameState(Connect4Model gameModel) {
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// Create a deep copy of the board array.
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char[][] board = new char[gameModel.getMaxRow()][gameModel.getMaxCol()];
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char[][] orig_board = gameModel.getBoard();
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for (int i = 0; i < board.length; i++) {
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board[i] = Arrays.copyOf(orig_board[i], orig_board[i].length);
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}
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// Use setObjectAt instead of setBoard because it's a bad design.
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this.setBoard(board);
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this.setHumanTurn(gameModel.isHumanMove());
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this.setMoveMaked(gameModel.getMoveMaked());
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}
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/**
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* Create a GameState object given the crucial information for a game state.
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* Used to make a deep copy of another game state.
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*
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* @param board
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* The board that models the game connect4.
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* @param isHumanTurn
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* True if it's currently the human's turn in the given state.
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* @param m
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* The number of moves made in the given state.
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*/
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public GameState(char[][] board, boolean isHumanTurn, int m) {
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// Create a deep copy of the board array.
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char[][] copy_board = new char[board.length][board[0].length];
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for (int i = 0; i < board.length; i++)
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copy_board[i] = Arrays.copyOf(board[i], board[0].length);
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this.setBoard(copy_board);
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this.setHumanTurn(isHumanTurn);
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this.setMoveMaked(m);
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}
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/**
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* @return Returns a list of possible moves for this game state.
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*/
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private List<Integer> getLegalMoves() {
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List<Integer> availableMoves = new ArrayList<>();
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if (this.isOver())
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return availableMoves;
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for (int i = 0; i < this.getBoard().length; i++) {
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if (this.getBoard()[i][this.getBoard()[0].length - 1] == this.getBlankChar()) {
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availableMoves.add(i);
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}
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}
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return availableMoves;
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}
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}
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/**
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* Given a game model object, use alpha-beta pruning minimax algorithm to
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* calculate and return the next optimal move.
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*
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* @param gameModel
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* The given game model object.
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* @param max
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* True if the agent is playing to maximize its utility and false in
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* the case of minimizing utility.
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*/
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@Override
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public int getMove(Connect4Model gameModel, boolean max) {
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GameState currentState = new GameState(gameModel);
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List<Integer> legalMoves = currentState.getLegalMoves();
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if (legalMoves.isEmpty())
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return -1;
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int bestMove = 0;
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double bestUtil = 0;
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if (max) {
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// Need to get the first available's move utility to have an initial value to
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// compare to.
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bestMove = legalMoves.get(0);
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GameState nextState1 = getNextState(currentState, bestMove);
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bestUtil = minValue(init_depth, nextState1, Double.NEGATIVE_INFINITY, Double.POSITIVE_INFINITY);
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// Get the move with the minimum utility value.
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for (int i = 1; i < legalMoves.size(); i++) {
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double thisMoveUtil = minValue(init_depth, getNextState(currentState, legalMoves.get(i)),
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Double.NEGATIVE_INFINITY, Double.POSITIVE_INFINITY);
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if (bestUtil < thisMoveUtil) {
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bestUtil = thisMoveUtil;
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bestMove = legalMoves.get(i);
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}
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}
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} else {
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// Need to get the first available's move utility to have an initial value to
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// compare to.
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bestMove = legalMoves.get(0);
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GameState nextState1 = getNextState(currentState, bestMove);
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bestUtil = maxValue(init_depth, nextState1, Double.NEGATIVE_INFINITY, Double.POSITIVE_INFINITY);
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// Get the move with the maximum utility value.
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for (int i = 1; i < legalMoves.size(); i++) {
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double thisMoveUtil = maxValue(init_depth, getNextState(currentState, legalMoves.get(i)),
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Double.NEGATIVE_INFINITY, Double.POSITIVE_INFINITY);
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if (bestUtil > thisMoveUtil) {
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bestUtil = thisMoveUtil;
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bestMove = legalMoves.get(i);
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}
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}
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}
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System.out.println("Computer bestmove: " + bestMove);
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System.out.println("Utility: " + bestUtil);
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return bestMove;
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}
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/**
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* Calculate the max value for the current state. (State or node for the human
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* player)
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*
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* @param depth
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* The current depth of the search tree.
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* @param state
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* The current game state that needs to a minimax value.
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* @param alpha
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* The value of the best choice we have found so far in the MAX path.
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* @param beta
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* The value of the best choice we have found so far in the MIN path.
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* @return The max value for the current state.
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*/
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private double maxValue(int depth, GameState state, double alpha, double beta) {
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if (depth == 0 || state.isOver())
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return utilityOf(state);
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double v = Double.NEGATIVE_INFINITY;
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for (int move : state.getLegalMoves()) {
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v = Math.max(v, minValue(depth - 1, getNextState(state, move), alpha, beta));
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if (v >= beta)
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return v;
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alpha = Math.max(alpha, v);
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}
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/*
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* state.printRawBoard(); System.out.println(v);
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*/
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return v;
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}
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/**
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* Calculate the min value for the current state. (State or node for the
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* computer player)
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*
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* @param depth
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* The current depth of the search tree.
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* @param state
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* The current game state that needs to a minimax value.
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* @param alpha
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* The value of the best choice we have found so far in the MAX path.
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* @param beta
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* The value of the best choice we have found so far in the MIN path.
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* @return The min value for the current state.
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*/
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private double minValue(int depth, GameState state, double alpha, double beta) {
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if (depth == 0 || state.isOver())
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return utilityOf(state);
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double v = Double.POSITIVE_INFINITY;
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for (int move : state.getLegalMoves()) {
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v = Math.min(v, maxValue(depth - 1, getNextState(state, move), alpha, beta));
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if (v <= alpha)
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return v;
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beta = Math.min(beta, v);
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}
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/*
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* System.out.println("In min value"); state.printRawBoard();
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* System.out.println(v);
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*/
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return v;
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}
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/**
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* Given a move and the current game state, generate the next game state.
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*
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* @param curState
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* the current game state
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* @param move
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* The move that will be made in the next state.
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* @return The next state with the move.
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*/
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private GameState getNextState(GameState curState, int move) {
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GameState nextState = new GameState(curState.getBoard(), curState.isHumanMove(), curState.getMoveMaked());
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// curState.printRawBoard();
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try {
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char c = '\0';
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if (curState.isHumanMove())
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c = curState.getHumanChar();
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else
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c = curState.getComputerChar();
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for (int i = 0; i < nextState.getMaxCol(); i++) {
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if (curState.isBlank(move, i)) {
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nextState.setObjectAt(move, i, c);
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nextState.switchTurn();
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break;
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}
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}
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} catch (Exception e) {
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}
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/*
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* System.out.println(""); nextState.printRawBoard(); System.out.println("");
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*/
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return nextState;
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}
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/**
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* Utility function assigning the utility values to terminal states of the game.
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* Need a better evaluation function for non-terminal state. Right now we are
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* relying on randomness.
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*
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* @param curState
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* @return A number indicating the utility (score) for the given state.
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*/
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private double utilityOf(GameState curState) {
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if (curState.isTied())
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return 0;
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else if (curState.didWin(curState.getHumanChar()))
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return 10;
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else if (curState.didWin(curState.getComputerChar()))
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return -10;
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else {
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// return Math.random() * -10 + Math.random() * 10;
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double score = countConsecutives(curState, curState.getHumanChar(), 2)
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+ countConsecutives(curState, curState.getHumanChar(), 3) * 2
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- countConsecutives(curState, curState.getComputerChar(), 2)
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- countConsecutives(curState, curState.getComputerChar(), 3) * 2;
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if (score == 0)
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return Math.random() * -10 + Math.random() * 10;
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else
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return score;
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}
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}
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/**
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* Scan the board and count for n consecutive character c that is right before a
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* a blank character. Only does so partially for the sake of improving the evaluation
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* function.
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*
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* @param s the current game state
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* @param c the character that represent the player
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* @param n the number of consecutive characters.
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* @return
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*/
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private int countConsecutives(GameState s, char c, int n) {
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int count = 0;
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// Count n characters in columns.
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try {
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for (int i = 0; i < s.getMaxRow(); i++) {
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int colSum = 0;
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for (int j = 0; j < s.getMaxCol(); j++) {
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if (colSum == n) {
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if (s.getObjectAt(i, j) == s.getBlankChar())
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count++;
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}
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if (s.getObjectAt(i, j) == c) {
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colSum++;
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} else
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colSum = 0;
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}
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}
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// Count n characters in rows.
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for (int i = 0; i < s.getMaxCol(); i++) {
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int rowSum = 0;
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for (int j = 0; j < s.getMaxRow(); j++) {
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if (rowSum == n) {
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if (s.getObjectAt(j, i) == s.getBlankChar()) {
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count++;
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}
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if (s.getObjectAt(j, i) == c) {
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rowSum++;
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} else
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rowSum = 0;
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}
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}
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}
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int sum = 0;
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// Count n characters diagonally.// Covering from left to right.
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for (int i = 3; i < s.getMaxRow(); i++) {
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sum = 0;
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for (int j = 0; j < s.getMaxCol() && j <= i; j++) {
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if (sum == n) {
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if (s.getObjectAt(i - j, j) == s.getBlankChar())
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count++;
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}
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if (s.getObjectAt(i - j, j) == c) {
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sum++;
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} else {
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sum = 0;
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}
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}
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}
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for (int j = 1; j < 3; j++) {
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sum = 0;
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for (int k = 0; j + k < s.getMaxCol(); k++) {
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if (sum == n) {
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if (s.getObjectAt(s.getMaxRow() - 1 - k, j + k) == s.getBlankChar())
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count++;
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}
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if (s.getObjectAt(s.getMaxRow() - 1 - k, j + k) == c) {
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sum++;
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} else
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sum = 0;
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}
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}
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// Covering from right to left.
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for (int i = 3; i >= 0; i--) {
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sum = 0;
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for (int j = 0; j < s.getMaxCol() && (i + j) < s.getMaxRow(); j++) {
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if (sum == n) {
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if (s.getObjectAt(i + j, j) == s.getBlankChar())
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count++;
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}
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if (s.getObjectAt(i + j, j) == c) {
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sum++;
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} else {
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sum = 0;
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}
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}
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}
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for (int j = 1; j < 3; j++) {
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sum = 0;
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for (int k = 0; j + k < s.getMaxCol(); k++) {
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if (sum == n) {
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if (s.getObjectAt(0 + k, j + k) == s.getBlankChar())
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count++;
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}
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if (s.getObjectAt(0 + k, j + k) == c) {
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sum++;
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} else
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sum = 0;
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}
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}
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} catch (model.IllegalArgumentException e) {
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}
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return count;
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}
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}
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