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2018-Connect4/model/Minimax_AlphaBeta.java

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11 KiB

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