From e58a60ed18bde5db28ba96910df518a61b3999b2 Mon Sep 17 00:00:00 2001 From: Matt Strapp Date: Mon, 26 Apr 2021 17:06:13 -0500 Subject: Refactor jsut about everything --- dotsandboxes/agents/algorithms/alphaBeta.py | 105 ++++++++++++++++++++++++++++ 1 file changed, 105 insertions(+) create mode 100644 dotsandboxes/agents/algorithms/alphaBeta.py (limited to 'dotsandboxes/agents/algorithms/alphaBeta.py') diff --git a/dotsandboxes/agents/algorithms/alphaBeta.py b/dotsandboxes/agents/algorithms/alphaBeta.py new file mode 100644 index 0000000..8e041fe --- /dev/null +++ b/dotsandboxes/agents/algorithms/alphaBeta.py @@ -0,0 +1,105 @@ +from GameState import GameState +class GameController(object): + def get_next_move(self, state): + # when you get a new move, it is assumed that the game is not ended yet + assert state.get_moves() + + +def alpha_beta(node, alpha, beta): + + # Based on https://en.wikipedia.org/wiki/Alpha%E2%80%93beta_pruning#Pseudocode + # node needs to support three operations: isTerminal(), value(), getChildren(), maximizingPlayer() + + if node.isTerminal(): + return node.value() + + if node.maximizingPlayer(): + + v = float("-inf") + for child in node.getChildren(): + + v = max(v, alpha_beta(child, alpha, beta)) + alpha = max(alpha, v) + if beta <= alpha: + break + + else: + + v = float("inf") + for child in node.getChildren(): + + v = min(v, alpha_beta(child, alpha, beta)) + beta = min(beta, v) + if beta <= alpha: + break + + return v + + +# A class for defining algorithms used (minimax and alpha-beta pruning) +class AlphaBeta: + + def miniMax(State, Ply_num): # Function for the minimax algorithm + + for i in range(State.Current.dimY): + for j in range(State.Current.dimX): + if State.Current.Mat[i][j] == ' ' and (j, i) not in State.children: + State.Make(j, i, True) + if Ply_num < 2: + return (i, j) + + Minimum_Score = 1000 + i = 0 + + j = 0 + for k, z in State.children.items(): + Result = Algo.Maximum(z, Ply_num - 1, Minimum_Score) + if Minimum_Score > Result: + Minimum_Score = Result + i = k[0] + j = k[1] + + return (i, j) + + # Alpha-beta pruning function for taking care of Alpha values + def Maximum(State, Ply_num, Alpha): + if Ply_num == 0: + return State.CurrentScore + + for i in range(State.Current.dimY): + for j in range(State.Current.dimX): + if State.Current.Mat[i][j] == ' ' and (j, i) not in State.children: + State.Make(j, i, False) + + Maximum_Score = -1000 + i = 0 + j = 0 + for k, z in State.children.items(): + Result = Algo.Minimum(z, Ply_num - 1, Maximum_Score) + if Maximum_Score < Result: + Maximum_Score = Result + if Result > Alpha: + return Result + + return Maximum_Score + + def Minimum(State, Ply_num, Beta): # Alpha-beta pruning function for taking care of Beta values + if Ply_num == 0: + return State.CurrentScore + + for i in range(State.Current.dimY): + for j in range(State.Current.dimX): + if State.Current.Mat[i][j] == ' ' and (j, i) not in State.children: + State.Make(j, i, True) + + Minimum_Score = 1000 + i = 0 + j = 0 + for k, z in State.children.items(): + Result = Algo.Maximum(z, Ply_num - 1, Minimum_Score) + if Minimum_Score > Result: + Minimum_Score = Result + if Result < Beta: + return Result + + return Minimum_Score -- cgit v1.2.3