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[xYpjg3TdSw.git] / MinimaxEnemy.cpp
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1 #include "MinimaxEnemy.h"
2 #include "Board.h"
4 #include <cstdio>
5 #include <climits>
6 //#include <iostream>
7 //using namespace std;
8 typedef MinimaxEnemy::HeuType HeuType;
10 HeuType maxhNull = -1
11 , maxhCentro = -1
12 , maxhConcentration = -1
13 , maxhCentralisation = -1
14 , maxhMasscenter = -1
15 , maxhQuads = -1
16 , maxhConnectedness = -1
17 , maxhUniformity = -1
19 typedef struct sHeu {
20 int i;
21 HeuType h;
22 } Heu;
24 static Board::MoveListOt g_MoveList[10];
25 //static Board::Set _think_boards[2] = {Board::Set(board_compare), Board::Set(board_compare)};
26 //#include <map>
27 //static std::map<Board::Comp, int> _board_value[2];
28 static Heu g_Heu[10][8 * 12];
29 static Board g_Boards[10][8 * 12];
31 int lessHeu(const void *l, const void *r) {
32 return ((Heu *)l)->h - ((Heu *)r)->h;
35 int moreHeu(const void *l, const void *r) {
36 return ((Heu *)r)->h - ((Heu *)l)->h;
39 void MinimaxEnemy::move(Board *board, int& fromX, int& fromY, int& toX, int& toY)
41 //_game_boards.insert(board->to_comp());
42 //_think_boards[0].clear();
43 //_think_boards[1].clear();
44 //_board_value[0].clear();
45 //_board_value[1].clear();
48 for(Board::Set::iterator i = _game_boards.begin(); i != _game_boards.end(); ++i) {
49 cout << i->first << ' ' << i->second << endl;
51 cout << endl;//*/
53 Board::MoveListOt moveList;
54 board->all_moves(_player, moveList);
56 alphabeta(*board, _minimax_depth, -HeuTypeMax, HeuTypeMax, _player);
57 //_game_boards.insert(board->move_result(_player, moveList[_choice]).to_comp());
59 //printf("_choice: %i\n", _choice); fflush(stdout);
61 reps(i, moveList) {
62 printf("%i: (%i, %i) -> (%i, %i)\n", i, INDEX_X(moveList[i].first), INDEX_Y(moveList[i].first)
63 , INDEX_X(moveList[i].second), INDEX_Y(moveList[i].second));
64 fflush(stdout);
65 } //*/
67 fromX = INDEX_X(INDEX_FROM(moveList[g_Heu[_minimax_depth][_choice].i]));
68 fromY = INDEX_Y(INDEX_FROM(moveList[g_Heu[_minimax_depth][_choice].i]));
69 toX = INDEX_X(INDEX_TO(moveList[g_Heu[_minimax_depth][_choice].i]));
70 toY = INDEX_Y(INDEX_TO(moveList[g_Heu[_minimax_depth][_choice].i]));
72 *board = g_Boards[_minimax_depth][g_Heu[_minimax_depth][_choice].i];
73 //Board b;
74 //b.initial_position();
75 //*board = b;
77 #define PRINTHEU(x) \
78 if(1) { \
79 printf(#x ": %.5f %.5f\n", board->x[0], board->x[1]); \
81 //PRINTHEU(centro);
82 //PRINTHEU(concentration);
83 //PRINTHEU(centralisation);
84 //PRINTHEU(masscenter);
85 //PRINTHEU(quads);
86 //PRINTHEU(connectedness);
87 //PRINTHEU(uniformity);
90 #define SQU(x) ((x) * (x))
91 #define ABS(x) ((x) > 0 ? (x) : (-(x)))
92 #define MAX(x, y) ((x) > (y) ? (x) : (y))
93 #define MAX_ALPHABETA HeuTypeMax / 10000
96 // negamax com poda alphabeta
97 HeuType MinimaxEnemy::alphabeta(const Board &board, int depth, HeuType alpha, HeuType beta, int player)
99 //printf("alphabeta(%i, %i, %i, %i)\n", depth, alpha, beta, player);
101 if(board.is_end()) {
102 //printf("board is end %i %i\n", board.win(0), board.win(1));
103 int mul = 2 * player - 1; //1 -> 1; 0 -> -1
104 mul *= 2 * _player - 1;
105 if(board.win(_player)) return mul * MAX_ALPHABETA * (1 - 2 * board.win(!_player)) * (depth + 1); /* considerando vitoria simultanea */
106 return -mul * MAX_ALPHABETA * (depth + 1); /* dando prioridade para o caminho mais curto */
108 if(depth == 0) {
109 int mul = 2 * player - 1; //1 -> 1; 0 -> -1
110 mul *= 2 * _player - 1;
111 Board b = board;
112 return mul * heuristica(b, _player, player);
116 if(_game_boards.count(board.to_comp())) { // empate
117 return 0; // nao funciona, acaba sendo sempre a melhor escolha para ambos
120 //Board::MoveOt *moveList = g_MoveList[depth];
121 int size = board.all_moves(player, g_MoveList[depth]);
123 /* sort */
124 rep(i, size) {
125 g_Heu[depth][i].h = heuristica(g_Boards[depth][i] = board.move_result(player, g_MoveList[depth][i]), _player, player);
126 g_Heu[depth][i].i = i;
129 if(player != _player) {
130 qsort(&g_Heu[depth], size, sizeof(Heu), lessHeu);
131 } else {
132 qsort(&g_Heu[depth], size, sizeof(Heu), moreHeu);
134 //Heu *perm = g_Heu[depth];
135 //Board *boards = g_Boards[depth];
138 if(depth == _minimax_depth) {
139 rep(i, size)
140 printf("%i(%i) ", g_Heu[depth][i].i, g_Heu[depth][i].h);
141 printf("\n");
142 }//*/
143 /* end sort */
145 rep(i, size) {
147 if(i / (float) size > 0.75) { // ignora os piores
148 break;
149 }//*/
150 //Board b = board.move_result(player, moveList[perm[i].i]);
151 //if(_game_boards.count(b.to_comp())) { /* empate */
152 //continue; // ignora posições que já foram atingidas antes
154 //HeuType rec;
155 //if(_think_boards[!player].count(b.to_comp())) { /* transposição */
156 // rec = -_board_value[!player][b.to_comp()];
157 //} else {
158 HeuType rec = -alphabeta(g_Boards[depth][g_Heu[depth][i].i], depth - 1, -beta, -alpha, !player);
160 if(alpha < rec) {
161 alpha = rec;
162 if(depth == _minimax_depth) {
163 //_choice = g_Heu[depth][i].i;
164 _choice = i;
167 if(alpha >= beta) {
168 //_board_value[player][board.to_comp()] = alpha; _think_boards[player].insert(board.to_comp());
169 return alpha;
172 //_board_value[player][board.to_comp()] = alpha; _think_boards[player].insert(board.to_comp());
173 return alpha;
176 #define FINDMAX(x) \
177 if(x > MAX(1, max##x)) { \
178 max##x = x; \
179 printf(#x ": %f\n", x); \
182 HeuType MinimaxEnemy::heuristica(Board &board, bool player, bool plastmove)
184 HeuType hNull = rand() / (double) RAND_MAX
185 , hCentro = centro(board, player, plastmove)
186 , hConcentration = concentration(board, player, plastmove)
187 , hCentralisation = centralisation(board, player, plastmove)
188 , hMasscenter = masscenter(board, player, plastmove)
189 , hQuads = quads(board, player, plastmove)
190 , hConnectedness = connectedness(board, player, plastmove)
191 , hUniformity = uniformity(board, player, plastmove)
193 FINDMAX(hCentro);
194 FINDMAX(hConcentration);
195 FINDMAX(hCentralisation);
196 FINDMAX(hMasscenter);
197 FINDMAX(hQuads);
198 FINDMAX(hConnectedness);
199 FINDMAX(hUniformity);
200 return (hNull * _heu[0]
201 + hCentro * _heu[1]
202 + hConcentration * _heu[2]
203 + hCentralisation * _heu[3]
204 + hMasscenter * _heu[4]
205 + hQuads * _heu[5]
206 + hConnectedness * _heu[6]
207 + hUniformity * _heu[7]) / _heu_total
208 //+ centro(board, player)
209 //+ concentration(board, player)
210 //+ centralisation(board, player)
211 //+ masscenter(board, player)
212 //+ quads(board, player)
213 //+ connectedness(board, player)
214 //+ uniformity(board, player)
218 // centro: diferença entra as médias das distâncias para o centro
219 HeuType MinimaxEnemy::centro(Board &board, bool player, bool plastmove)
221 HeuType res = 0;
222 HeuType resb = 0;
223 if(player == plastmove) {
224 rep(i, 8)
225 rep(j, 8)
226 if(board.get(player, i, j))
227 res += SQU(i - 3.5) + SQU(j - 3.5); // distância para o centro
228 res /= (double) board.t[player].count();
229 board.centro[player] = res;
230 resb = board.centro[!player];
231 } else {
232 rep(i, 8)
233 rep(j, 8)
234 if(board.get(!player, i, j))
235 resb += SQU(i - 3.5) + SQU(j - 3.5); // distância para o centro
236 resb /= (double) board.t[!player].count();
237 board.centro[!player] = resb;
238 res = board.centro[player];
240 //return MAX_ALPHABETA - res;
241 //printf("centro: %i %f %f\n", player, res, resb);
242 return (resb - res) / 14.8;
245 HeuType MinimaxEnemy::concentration(Board &board, bool player, bool plastmove)
247 static HeuType minsum[] = {0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 10, 12, 14, 16, 18, 20, 22};
248 HeuType cmx = 0, cmy = 0;
249 HeuType res = 0, resb = 0;
250 int n = board.t[player].count();
251 if(player == plastmove) {
252 rep(i, 8)
253 rep(j, 8)
254 if(board.get(player, i, j)) {
255 cmx += i;
256 cmy += j;
258 cmx /= (double) n;
259 cmy /= (double) n;
260 board.cmx[player] = cmx;
261 board.cmy[player] = cmy;
262 //printf("cm: %f %f\n", cmx, cmy);
264 HeuType sum = -minsum[n];
265 rep(i, 8)
266 rep(j, 8)
267 if(board.get(player, i, j)) {
268 HeuType dx = ABS(cmx - i);
269 HeuType dy = ABS(cmy - j);
270 sum += MAX(dx, dy);
272 res = sum;
273 board.concentration[player] = res;
274 resb = board.concentration[!player];
275 } else {
276 cmx = 0, cmy = 0;
277 n = board.t[!player].count();
278 rep(i, 8)
279 rep(j, 8)
280 if(board.get(!player, i, j)) {
281 cmx += i;
282 cmy += j;
284 cmx /= (double) n;
285 cmy /= (double) n;
286 board.cmx[!player] = cmx;
287 board.cmy[!player] = cmy;
289 HeuType sum = -minsum[n];
290 rep(i, 8)
291 rep(j, 8)
292 if(board.get(!player, i, j)) {
293 HeuType dx = ABS(cmx - i);
294 HeuType dy = ABS(cmy - j);
295 sum += MAX(dx, dy);
297 resb = sum;
298 board.concentration[!player] = resb;
299 res = board.concentration[player];
301 //printf(": %f %f\n", res, resb);
302 return (resb - res) / 24;
305 HeuType MinimaxEnemy::centralisation(Board &board, bool player, bool plastmove)
307 static
308 int squval[8][8] = {{-80, -25, -20, -20, -20, -20, -25, -80},
309 {-25, 10, 10, 10, 10, 10, 10, -25},
310 {-20, 10, 25, 25, 25, 25, 10, -20},
311 {-20, 10, 25, 50, 50, 25, 10, -20},
312 {-20, 10, 25, 50, 50, 25, 10, -20},
313 {-20, 10, 25, 25, 25, 25, 10, -20},
314 {-25, 10, 10, 10, 10, 10, 10, -25},
315 {-80, -25, -20, -20, -20, -20, -25, -80}};
316 HeuType res = 0.0;
317 HeuType resb = 0.0;
319 if(player == plastmove) {
320 rep(i, 8)
321 rep(j, 8)
322 if(board.get(player, i, j)) {
323 res += squval[i][j];
325 res /= board.t[player].count();
326 board.centralisation[player] = res;
327 resb = board.centralisation[!player];
328 } else {
329 rep(i, 8)
330 rep(j, 8)
331 if(board.get(!player, i, j)) {
332 resb += squval[i][j];
334 resb /= board.t[!player].count();
335 board.centralisation[!player] = resb;
336 res = board.centralisation[player];
338 //printf(": %f %f\n", res, resb);
339 return (res - resb) / 63.1;
342 HeuType MinimaxEnemy::masscenter(Board &board, bool player, bool plastmove)
344 HeuType cmx = 0, cmy = 0;
345 HeuType res = 0.0, resb = 0.0;
346 //int n = board.t[player].count();
347 //rep(i, 8)
348 //rep(j, 8)
349 //if(board.get(player, i, j)) {
350 //cmx += i;
351 //cmy += j;
353 //cmx /= (double) n;
354 //cmy /= (double) n;
355 if(player == plastmove) {
356 cmx = board.cmx[player];
357 cmy = board.cmy[player];
358 res = SQU(cmx) + SQU(cmy);
359 board.masscenter[player] = res;
360 resb = board.masscenter[!player];
361 } else {
362 cmx = board.cmx[!player];
363 cmy = board.cmy[!player];
364 resb = SQU(cmx) + SQU(cmy);
365 board.masscenter[!player] = resb;
366 res = board.masscenter[player];
369 //cmx = 0, cmy = 0;
370 //n = board.t[!player].count();
371 //rep(i, 8)
372 //rep(j, 8)
373 //if(board.get(!player, i, j)) {
374 //cmx += i;
375 //cmy += j;
377 //cmx /= (double) n;
378 //cmy /= (double) n;
379 //HeuType resb = SQU(cmx) + SQU(cmy);
381 //printf(": %f %f\n", res, resb);
382 return (res - resb) / 52.5;
385 HeuType MinimaxEnemy::quads(Board &board, bool player, bool plastmove)
387 HeuType cmx = 0, cmy = 0;
388 //int n = board.t[player].count();
389 //rep(i, 8)
390 //rep(j, 8)
391 //if(board.get(player, i, j)) {
392 //cmx += i;
393 //cmy += j;
395 //cmx /= (double) n;
396 //cmy /= (double) n;
397 HeuType res = 0;
398 HeuType resb = 0;
400 if(player == plastmove) {
401 cmx = board.cmx[player];
402 cmy = board.cmy[player];
403 repbe(i, MAX(0, cmx - 2), MIN(6, cmx + 3)) {
404 repbe(j, MAX(0, cmy - 2), MIN(6, cmy + 3)) {
405 if(board.get(player, i, j) +
406 board.get(player, i + 1, j) +
407 board.get(player, i, j + 1) +
408 board.get(player, i + 1, j + 1) >= 3) {
409 res++;
413 board.quads[player] = res;
414 resb = board.quads[!player];
415 } else {
416 cmx = board.cmx[!player];
417 cmy = board.cmy[!player];
418 repbe(i, MAX(0, cmx - 2), MIN(6, cmx + 3)) {
419 repbe(j, MAX(0, cmy - 2), MIN(6, cmy + 3)) {
420 if(board.get(!player, i, j) +
421 board.get(!player, i + 1, j) +
422 board.get(!player, i, j + 1) +
423 board.get(!player, i + 1, j + 1) >= 3) {
424 resb++;
428 board.quads[!player] = resb;
429 res = board.quads[player];
431 //cmx = 0, cmy = 0;
432 //n = board.t[!player].count();
433 //rep(i, 8)
434 //rep(j, 8)
435 //if(board.get(!player, i, j)) {
436 //cmx += i;
437 //cmy += j;
439 //cmx /= (double) n;
440 //cmy /= (double) n;
442 //printf(": %f %f\n", res, resb);
443 return (res - resb) / 8.0;
446 HeuType MinimaxEnemy::connectedness(Board &board, bool player, bool plastmove)
448 static int dx[] = {-1, -1, -1, 0, 0, 1, 1, 1},
449 dy[] = {-1, 0, 1, -1, 1, -1, 0, 1};
451 HeuType res = 0;
452 HeuType resb = 0;
454 if(player == plastmove) {
455 rep(i, 8)
456 rep(j, 8)
457 if(board.get(player, i, j)) {
458 rep(d, 8) {
459 int x = i + dx[d],
460 y = j + dy[d];
461 if(x < 0 || x > 7 ||
462 y < 0 || y > 7) {
463 continue;
465 if(board.get(player, x, y)) {
466 res++;
470 res /= (double) board.t[player].count();
471 board.connectedness[player] = res;
472 resb = board.connectedness[!player];
473 } else {
474 rep(i, 8)
475 rep(j, 8)
476 if(board.get(!player, i, j)) {
477 rep(d, 8) {
478 int x = i + dx[d],
479 y = j + dy[d];
480 if(x < 0 || x > 7 ||
481 y < 0 || y > 7) {
482 continue;
484 if(board.get(!player, x, y)) {
485 resb++;
489 resb /= (double) board.t[!player].count();
490 board.connectedness[!player] = resb;
491 res = board.connectedness[player];
493 //printf(": %f %f\n", res, resb);
494 return (res - resb) / 4.0;
497 HeuType MinimaxEnemy::uniformity(Board &board, bool player, bool plastmove)
499 HeuType res;
500 HeuType resb;
501 int minx, miny, maxx, maxy;
503 if(player == plastmove) {
504 minx = miny = 8;
505 maxx = maxy = -1;
506 rep(i, 8)
507 rep(j, 8)
508 if(board.get(player, i, j)) {
509 if(i < minx) minx = i;
510 if(i > maxx) maxx = i;
511 if(j < miny) miny = j;
512 if(j > maxy) maxy = j;
514 res = (maxx - minx + 1) * (maxy - miny + 1);
515 board.uniformity[player] = res;
516 resb = board.uniformity[!player];
517 } else {
518 minx = miny = 8;
519 maxx = maxy = -1;
520 rep(i, 8)
521 rep(j, 8)
522 if(board.get(!player, i, j)) {
523 if(i < minx) minx = i;
524 if(i > maxx) maxx = i;
525 if(j < miny) miny = j;
526 if(j > maxy) maxy = j;
528 resb = (maxx - minx + 1) * (maxy - miny + 1);
529 board.uniformity[!player] = resb;
530 res = board.uniformity[player];
532 //printf(": %f %f\n", res, resb);
533 return (resb - res) / 52;
536 void MinimaxEnemy::set_weights(HeuType heu[NUM_HEU])
538 _heu_total = 0;
539 rep(i, NUM_HEU)
540 _heu_total += _heu[i] = heu[i];