mirror of
https://github.com/2OOP/pism.git
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Merge remote-tracking branch 'origin/289-server' into Development
# Conflicts: # app/src/main/java/org/toop/app/Server.java # app/src/main/java/org/toop/app/gameControllers/GenericGameController.java # app/src/main/java/org/toop/app/widget/view/LocalMultiplayerView.java # framework/src/main/java/org/toop/framework/game/BitboardGame.java # framework/src/main/java/org/toop/framework/game/players/ArtificialPlayer.java # framework/src/main/java/org/toop/framework/game/players/LocalPlayer.java # framework/src/main/java/org/toop/framework/game/players/OnlinePlayer.java # framework/src/main/java/org/toop/framework/game/players/ai/MiniMaxAI.java # framework/src/main/java/org/toop/framework/game/players/ai/RandomAI.java # framework/src/main/java/org/toop/framework/gameFramework/model/game/TurnBasedGame.java # framework/src/main/java/org/toop/framework/gameFramework/model/player/AbstractPlayer.java # game/src/main/java/org/toop/game/players/MiniMaxAI.java # game/src/main/java/org/toop/game/players/RandomAI.java # game/src/main/java/org/toop/game/players/ai/MiniMaxAI.java # game/src/main/java/org/toop/game/players/ai/RandomAI.java
This commit is contained in:
@@ -1,105 +0,0 @@
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package org.toop.game;
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import org.toop.framework.gameFramework.GameState;
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import org.toop.framework.gameFramework.model.game.PlayResult;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import org.toop.framework.gameFramework.model.player.Player;
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import java.util.Arrays;
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import java.util.concurrent.atomic.AtomicInteger;
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// There is AI performance to be gained by getting rid of non-primitives and thus speeding up deepCopy
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public abstract class BitboardGame<T extends BitboardGame<T>> implements TurnBasedGame<T> {
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private final int columnSize;
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private final int rowSize;
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protected PlayResult state;
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private Player<T>[] players;
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// long is 64 bits. Every game has a limit of 64 cells maximum.
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private final long[] playerBitboard;
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private int currentTurn = 0;
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public BitboardGame(int columnSize, int rowSize, int playerCount, Player<T>[] players) {
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this.columnSize = columnSize;
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this.rowSize = rowSize;
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this.state = new PlayResult(GameState.NORMAL, -1);
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this.players = players;
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this.playerBitboard = new long[playerCount];
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Arrays.fill(playerBitboard, 0L);
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}
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public BitboardGame(BitboardGame<T> other) {
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this.columnSize = other.columnSize;
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this.rowSize = other.rowSize;
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this.state = other.state;
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this.playerBitboard = other.playerBitboard.clone();
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this.currentTurn = other.currentTurn;
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this.players = Arrays.stream(other.players)
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.map(Player<T>::deepCopy)
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.toArray(Player[]::new);
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}
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public int getColumnSize() {
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return this.columnSize;
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}
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public int getRowSize() {
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return this.rowSize;
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}
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public long getPlayerBitboard(int player) {
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return this.playerBitboard[player];
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}
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public void setPlayerBitboard(int player, long bitboard) {
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this.playerBitboard[player] = bitboard;
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}
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public int getPlayerCount() {
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return playerBitboard.length;
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}
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public int getCurrentTurn() {
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return getCurrentPlayerIndex();
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}
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public Player<T> getPlayer(int index) {
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return players[index];
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}
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public int getCurrentPlayerIndex() {
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return currentTurn % playerBitboard.length;
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}
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public int getNextPlayer() {
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return (currentTurn + 1) % playerBitboard.length;
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}
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public Player<T> getCurrentPlayer(){
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return players[getCurrentPlayerIndex()];
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}
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@Override
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public PlayResult getState() {
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return state;
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}
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@Override
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public boolean isTerminal() {
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return state.state() == GameState.WIN || state.state() == GameState.DRAW;
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}
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@Override
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public long[] getBoard() {return this.playerBitboard;}
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public void nextTurn() {
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currentTurn++;
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}
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}
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@@ -1,3 +0,0 @@
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package org.toop.game;
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// TODO: Remove this, only used in ReversiCanvas. Needs to not
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public record Move(int position, char value) {}
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@@ -1,88 +0,0 @@
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package org.toop.game.gameThreads;
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import org.toop.framework.eventbus.EventFlow;
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import org.toop.framework.gameFramework.GameState;
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import org.toop.framework.gameFramework.model.game.PlayResult;
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import org.toop.framework.gameFramework.model.game.threadBehaviour.AbstractThreadBehaviour;
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import org.toop.framework.gameFramework.view.GUIEvents;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import org.toop.framework.gameFramework.model.player.Player;
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import java.util.function.Consumer;
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/**
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* Handles local turn-based game logic at a fixed update rate.
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* <p>
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* Runs a separate thread that executes game turns at a fixed frequency (default 60 updates/sec),
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* applying player moves, updating the game state, and dispatching UI events.
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*/
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public class LocalFixedRateThreadBehaviour<T extends TurnBasedGame<T>> extends AbstractThreadBehaviour<T> implements Runnable {
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/**
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* Creates a fixed-rate behaviour for a local turn-based game.
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*
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* @param game the game instance
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*/
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public LocalFixedRateThreadBehaviour(T game) {
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super(game);
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}
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/** Starts the game loop thread if not already running. */
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@Override
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public void start() {
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if (isRunning.compareAndSet(false, true)) {
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new Thread(this).start();
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}
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}
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/** Stops the game loop after the current iteration. */
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@Override
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public void stop() {
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isRunning.set(false);
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}
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/**
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* Main loop running at a fixed rate.
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* <p>
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* Fetches the current player's move, applies it to the game,
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* updates the UI, and handles game-ending states.
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*/
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@Override
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public void run() {
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final int UPS = 1;
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final long UPDATE_INTERVAL = 1_000_000_000L / UPS;
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long nextUpdate = System.nanoTime();
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while (isRunning.get()) {
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long now = System.nanoTime();
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if (now >= nextUpdate) {
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nextUpdate += UPDATE_INTERVAL;
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Player<T> currentPlayer = game.getPlayer(game.getCurrentTurn());
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long move = currentPlayer.getMove(game.deepCopy());
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PlayResult result = game.play(move);
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updateUI();
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GameState state = result.state();
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switch (state) {
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case WIN, DRAW -> {
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isRunning.set(false);
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new EventFlow().addPostEvent(GUIEvents.GameEnded.class, state == GameState.WIN, result.player()).postEvent();
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}
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case NORMAL, TURN_SKIPPED -> { /* continue */ }
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default -> {
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logger.error("Unexpected state {}", state);
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isRunning.set(false);
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throw new RuntimeException("Unknown state: " + state);
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}
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}
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} else {
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try {
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Thread.sleep(10);
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} catch (InterruptedException ignored) {}
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}
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}
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}
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}
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@@ -1,76 +0,0 @@
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package org.toop.game.gameThreads;
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import org.toop.framework.eventbus.EventFlow;
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import org.toop.framework.gameFramework.model.game.threadBehaviour.AbstractThreadBehaviour;
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import org.toop.framework.gameFramework.view.GUIEvents;
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import org.toop.framework.gameFramework.model.game.PlayResult;
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import org.toop.framework.gameFramework.GameState;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import org.toop.framework.gameFramework.model.player.Player;
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import java.util.function.Consumer;
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/**
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* Handles local turn-based game logic in its own thread.
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* <p>
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* Repeatedly gets the current player's move, applies it to the game,
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* updates the UI, and stops when the game ends or {@link #stop()} is called.
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*/
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public class LocalThreadBehaviour<T extends TurnBasedGame<T>> extends AbstractThreadBehaviour<T> implements Runnable {
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/**
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* Creates a new behaviour for a local turn-based game.
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*
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* @param game the game instance
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*/
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public LocalThreadBehaviour(T game) {
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super(game);
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}
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/** Starts the game loop in a new thread. */
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@Override
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public void start() {
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if (isRunning.compareAndSet(false, true)) {
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new Thread(this).start();
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}
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}
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/** Stops the game loop after the current iteration. */
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@Override
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public void stop() {
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isRunning.set(false);
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}
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/**
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* Main game loop: gets the current player's move, applies it,
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* updates the UI, and handles end-of-game states.
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*/
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@Override
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public void run() {
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while (isRunning.get()) {
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Player<T> currentPlayer = game.getPlayer(game.getCurrentTurn());
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long move = currentPlayer.getMove(game.deepCopy());
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PlayResult result = game.play(move);
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updateUI();
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GameState state = result.state();
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switch (state) {
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case WIN, DRAW -> {
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isRunning.set(false);
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new EventFlow().addPostEvent(
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GUIEvents.GameEnded.class,
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state == GameState.WIN,
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result.player()
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).postEvent();
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}
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case NORMAL, TURN_SKIPPED -> { /* continue normally */ }
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default -> {
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logger.error("Unexpected state {}", state);
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isRunning.set(false);
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throw new RuntimeException("Unknown state: " + state);
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}
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}
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}
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}
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}
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@@ -1,84 +0,0 @@
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package org.toop.game.gameThreads;
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import org.toop.framework.eventbus.EventFlow;
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import org.toop.framework.gameFramework.model.game.threadBehaviour.AbstractThreadBehaviour;
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import org.toop.framework.gameFramework.view.GUIEvents;
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
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import org.toop.framework.gameFramework.model.game.SupportsOnlinePlay;
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import org.toop.framework.gameFramework.model.player.Player;
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import org.toop.game.players.OnlinePlayer;
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/**
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* Handles online multiplayer game logic.
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* <p>
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* Reacts to server events, sending moves and updating the game state
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* for the local player while receiving moves from other players.
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*/
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public class OnlineThreadBehaviour<T extends TurnBasedGame<T>> extends AbstractThreadBehaviour<T> implements SupportsOnlinePlay {
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/**
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* Creates behaviour and sets the first local player
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* (non-online player) from the given array.
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*/
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public OnlineThreadBehaviour(T game) {
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super(game);
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}
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/** Finds the first non-online player in the array. */
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private int getFirstNotOnlinePlayer(Player<T>[] players) {
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for (int i = 0; i < players.length; i++) {
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if (!(players[i] instanceof OnlinePlayer)) {
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return i;
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}
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}
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throw new RuntimeException("All players are online players");
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}
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/** Starts processing network events for the local player. */
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@Override
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public void start() {
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isRunning.set(true);
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}
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/** Stops processing network events. */
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@Override
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public void stop() {
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isRunning.set(false);
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}
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/**
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* Called when the server notifies that it is the local player's turn.
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* Sends the generated move back to the server.
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*/
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@Override
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public void onYourTurn(long clientId) {
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if (!isRunning.get()) return;
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long move = game.getPlayer(game.getCurrentTurn()).getMove(game.deepCopy());
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sendMove(clientId, move);
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}
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/**
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* Handles a move received from the server for any player.
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* Updates the game state and triggers a UI refresh.
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*/
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public void onMoveReceived(long move) {
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if (!isRunning.get()) return;
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game.play(move);
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updateUI();
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}
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/**
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* Handles the end of the game as notified by the server.
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* Updates the UI to show a win or draw result for the local player.
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*/
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public void gameFinished(String condition) {
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switch(condition.toUpperCase()){
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case "WIN", "LOSS" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, true, game.getWinner()).postEvent();
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case "DRAW" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, false, -1).postEvent();
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default -> {
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logger.error("Invalid condition");
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throw new RuntimeException("Unknown condition");
|
||||
}
|
||||
}
|
||||
}
|
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}
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@@ -1,40 +0,0 @@
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package org.toop.game.gameThreads;
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|
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import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
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import org.toop.framework.networking.events.NetworkEvents;
|
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|
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/**
|
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* Online thread behaviour that adds a fixed delay before processing
|
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* the local player's turn.
|
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* <p>
|
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* This is identical to {@link OnlineThreadBehaviour}, but inserts a
|
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* short sleep before delegating to the base implementation.
|
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*/
|
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public class OnlineWithSleepThreadBehaviour<T extends TurnBasedGame<T>> extends OnlineThreadBehaviour<T> {
|
||||
|
||||
/**
|
||||
* Creates the behaviour and forwards the players to the base class.
|
||||
*
|
||||
* @param game the online-capable turn-based game
|
||||
*/
|
||||
public OnlineWithSleepThreadBehaviour(T game) {
|
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super(game);
|
||||
}
|
||||
|
||||
/**
|
||||
* Waits briefly before handling the "your turn" event.
|
||||
*
|
||||
* @param event the network event indicating it's this client's turn
|
||||
*/
|
||||
@Override
|
||||
public void onYourTurn(long clientId) {
|
||||
|
||||
try {
|
||||
Thread.sleep(50);
|
||||
} catch (InterruptedException e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
|
||||
super.onYourTurn(clientId);
|
||||
}
|
||||
}
|
||||
@@ -1,323 +0,0 @@
|
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package org.toop.game.games.reversi;
|
||||
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.framework.gameFramework.model.game.PlayResult;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
import org.toop.game.BitboardGame;
|
||||
|
||||
public class BitboardReversi extends BitboardGame<BitboardReversi> {
|
||||
|
||||
public record Score(int black, int white) {}
|
||||
|
||||
private final long notAFile = 0xfefefefefefefefeL;
|
||||
private final long notHFile = 0x7f7f7f7f7f7f7f7fL;
|
||||
|
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public BitboardReversi(Player<BitboardReversi>[] players) {
|
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super(8, 8, 2, players);
|
||||
|
||||
// Black (player 0)
|
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setPlayerBitboard(0, (1L << (3 + 4 * 8)) | (1L << (4 + 3 * 8)));
|
||||
|
||||
// White (player 1)
|
||||
setPlayerBitboard(1, (1L << (3 + 3 * 8)) | (1L << (4 + 4 * 8)));
|
||||
}
|
||||
|
||||
public BitboardReversi(BitboardReversi other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
public long getLegalMoves() {
|
||||
long legalMoves = 0L;
|
||||
|
||||
final long player = getPlayerBitboard(getCurrentPlayerIndex());
|
||||
final long opponent = getPlayerBitboard(getNextPlayer());
|
||||
|
||||
final long empty = ~(player | opponent);
|
||||
|
||||
long mask;
|
||||
long direction;
|
||||
|
||||
// north
|
||||
mask = opponent;
|
||||
direction = (player << 8) & mask;
|
||||
|
||||
direction |= (direction << 8) & mask;
|
||||
direction |= (direction << 8) & mask;
|
||||
direction |= (direction << 8) & mask;
|
||||
direction |= (direction << 8) & mask;
|
||||
direction |= (direction << 8) & mask;
|
||||
legalMoves |= (direction << 8) & empty;
|
||||
|
||||
// south
|
||||
mask = opponent;
|
||||
direction = (player >>> 8) & mask;
|
||||
|
||||
direction |= (direction >>> 8) & mask;
|
||||
direction |= (direction >>> 8) & mask;
|
||||
direction |= (direction >>> 8) & mask;
|
||||
direction |= (direction >>> 8) & mask;
|
||||
direction |= (direction >>> 8) & mask;
|
||||
legalMoves |= (direction >>> 8) & empty;
|
||||
|
||||
// east
|
||||
mask = opponent & notAFile;
|
||||
direction = (player << 1) & mask;
|
||||
|
||||
direction |= (direction << 1) & mask;
|
||||
direction |= (direction << 1) & mask;
|
||||
direction |= (direction << 1) & mask;
|
||||
direction |= (direction << 1) & mask;
|
||||
direction |= (direction << 1) & mask;
|
||||
legalMoves |= (direction << 1) & empty & notAFile;
|
||||
|
||||
// west
|
||||
mask = opponent & notHFile;
|
||||
direction = (player >>> 1) & mask;
|
||||
|
||||
direction |= (direction >>> 1) & mask;
|
||||
direction |= (direction >>> 1) & mask;
|
||||
direction |= (direction >>> 1) & mask;
|
||||
direction |= (direction >>> 1) & mask;
|
||||
direction |= (direction >>> 1) & mask;
|
||||
legalMoves |= (direction >>> 1) & empty & notHFile;
|
||||
|
||||
// north-east
|
||||
mask = opponent & notAFile;
|
||||
direction = (player << 9) & mask;
|
||||
|
||||
direction |= (direction << 9) & mask;
|
||||
direction |= (direction << 9) & mask;
|
||||
direction |= (direction << 9) & mask;
|
||||
direction |= (direction << 9) & mask;
|
||||
direction |= (direction << 9) & mask;
|
||||
legalMoves |= (direction << 9) & empty & notAFile;
|
||||
|
||||
// north-west
|
||||
mask = opponent & notHFile;
|
||||
direction = (player << 7) & mask;
|
||||
|
||||
direction |= (direction << 7) & mask;
|
||||
direction |= (direction << 7) & mask;
|
||||
direction |= (direction << 7) & mask;
|
||||
direction |= (direction << 7) & mask;
|
||||
direction |= (direction << 7) & mask;
|
||||
legalMoves |= (direction << 7) & empty & notHFile;
|
||||
|
||||
// south-east
|
||||
mask = opponent & notAFile;
|
||||
direction = (player >>> 7) & mask;
|
||||
|
||||
direction |= (direction >>> 7) & mask;
|
||||
direction |= (direction >>> 7) & mask;
|
||||
direction |= (direction >>> 7) & mask;
|
||||
direction |= (direction >>> 7) & mask;
|
||||
direction |= (direction >>> 7) & mask;
|
||||
legalMoves |= (direction >>> 7) & empty & notAFile;
|
||||
|
||||
// south-west
|
||||
mask = opponent & notHFile;
|
||||
direction = (player >>> 9) & mask;
|
||||
|
||||
direction |= (direction >>> 9) & mask;
|
||||
direction |= (direction >>> 9) & mask;
|
||||
direction |= (direction >>> 9) & mask;
|
||||
direction |= (direction >>> 9) & mask;
|
||||
direction |= (direction >>> 9) & mask;
|
||||
legalMoves |= (direction >>> 9) & empty & notHFile;
|
||||
|
||||
return legalMoves;
|
||||
}
|
||||
|
||||
public long getFlips(long move) {
|
||||
long flips = 0L;
|
||||
|
||||
final long player = getPlayerBitboard(getCurrentPlayerIndex());
|
||||
final long opponent = getPlayerBitboard(getNextPlayer());
|
||||
|
||||
long mask;
|
||||
long direction;
|
||||
|
||||
// north
|
||||
mask = opponent;
|
||||
direction = (move << 8) & mask;
|
||||
|
||||
direction |= (direction << 8) & mask;
|
||||
direction |= (direction << 8) & mask;
|
||||
direction |= (direction << 8) & mask;
|
||||
direction |= (direction << 8) & mask;
|
||||
direction |= (direction << 8) & mask;
|
||||
|
||||
if (((direction << 8) & player) != 0) {
|
||||
flips |= direction;
|
||||
}
|
||||
|
||||
// south
|
||||
mask = opponent;
|
||||
direction = (move >>> 8) & mask;
|
||||
|
||||
direction |= (direction >>> 8) & mask;
|
||||
direction |= (direction >>> 8) & mask;
|
||||
direction |= (direction >>> 8) & mask;
|
||||
direction |= (direction >>> 8) & mask;
|
||||
direction |= (direction >>> 8) & mask;
|
||||
|
||||
if (((direction >>> 8) & player) != 0) {
|
||||
flips |= direction;
|
||||
}
|
||||
|
||||
// east
|
||||
mask = opponent & notAFile;
|
||||
direction = (move << 1) & mask;
|
||||
|
||||
direction |= (direction << 1) & mask;
|
||||
direction |= (direction << 1) & mask;
|
||||
direction |= (direction << 1) & mask;
|
||||
direction |= (direction << 1) & mask;
|
||||
direction |= (direction << 1) & mask;
|
||||
|
||||
if (((direction << 1) & player & notAFile) != 0) {
|
||||
flips |= direction;
|
||||
}
|
||||
|
||||
// west
|
||||
mask = opponent & notHFile;
|
||||
direction = (move >>> 1) & mask;
|
||||
|
||||
direction |= (direction >>> 1) & mask;
|
||||
direction |= (direction >>> 1) & mask;
|
||||
direction |= (direction >>> 1) & mask;
|
||||
direction |= (direction >>> 1) & mask;
|
||||
direction |= (direction >>> 1) & mask;
|
||||
|
||||
if (((direction >>> 1) & player & notHFile) != 0) {
|
||||
flips |= direction;
|
||||
}
|
||||
|
||||
// north-east
|
||||
mask = opponent & notAFile;
|
||||
direction = (move << 9) & mask;
|
||||
|
||||
direction |= (direction << 9) & mask;
|
||||
direction |= (direction << 9) & mask;
|
||||
direction |= (direction << 9) & mask;
|
||||
direction |= (direction << 9) & mask;
|
||||
direction |= (direction << 9) & mask;
|
||||
|
||||
if (((direction << 9) & player & notAFile) != 0) {
|
||||
flips |= direction;
|
||||
}
|
||||
|
||||
// north-west
|
||||
mask = opponent & notHFile;
|
||||
direction = (move << 7) & mask;
|
||||
|
||||
direction |= (direction << 7) & mask;
|
||||
direction |= (direction << 7) & mask;
|
||||
direction |= (direction << 7) & mask;
|
||||
direction |= (direction << 7) & mask;
|
||||
direction |= (direction << 7) & mask;
|
||||
|
||||
if (((direction << 7) & player & notHFile) != 0) {
|
||||
flips |= direction;
|
||||
}
|
||||
|
||||
// south-east
|
||||
mask = opponent & notAFile;
|
||||
direction = (move >>> 7) & mask;
|
||||
|
||||
direction |= (direction >>> 7) & mask;
|
||||
direction |= (direction >>> 7) & mask;
|
||||
direction |= (direction >>> 7) & mask;
|
||||
direction |= (direction >>> 7) & mask;
|
||||
direction |= (direction >>> 7) & mask;
|
||||
|
||||
if (((direction >>> 7) & player & notAFile) != 0) {
|
||||
flips |= direction;
|
||||
}
|
||||
|
||||
// south-west
|
||||
mask = opponent & notHFile;
|
||||
direction = (move >>> 9) & mask;
|
||||
|
||||
direction |= (direction >>> 9) & mask;
|
||||
direction |= (direction >>> 9) & mask;
|
||||
direction |= (direction >>> 9) & mask;
|
||||
direction |= (direction >>> 9) & mask;
|
||||
direction |= (direction >>> 9) & mask;
|
||||
|
||||
if (((direction >>> 9) & player & notHFile) != 0) {
|
||||
flips |= direction;
|
||||
}
|
||||
|
||||
return flips;
|
||||
}
|
||||
|
||||
@Override
|
||||
public BitboardReversi deepCopy() {return new BitboardReversi(this);}
|
||||
|
||||
public PlayResult play(long move) {
|
||||
final long flips = getFlips(move);
|
||||
|
||||
long player = getPlayerBitboard(getCurrentPlayerIndex());
|
||||
long opponent = getPlayerBitboard(getNextPlayer());
|
||||
|
||||
player |= move | flips;
|
||||
opponent &= ~flips;
|
||||
|
||||
setPlayerBitboard(getCurrentPlayerIndex(), player);
|
||||
setPlayerBitboard(getNextPlayer(), opponent);
|
||||
|
||||
nextTurn();
|
||||
|
||||
final long nextLegalMoves = getLegalMoves();
|
||||
|
||||
if (nextLegalMoves == 0) {
|
||||
nextTurn();
|
||||
|
||||
final long skippedLegalMoves = getLegalMoves();
|
||||
|
||||
if (skippedLegalMoves == 0) {
|
||||
int winner = getWinner();
|
||||
|
||||
if (winner == -1) {
|
||||
state = new PlayResult(GameState.DRAW, -1);
|
||||
return state;
|
||||
}
|
||||
|
||||
state = new PlayResult(GameState.WIN, winner);
|
||||
return state;
|
||||
}
|
||||
|
||||
state = new PlayResult(GameState.TURN_SKIPPED, getCurrentPlayerIndex());
|
||||
return state;
|
||||
}
|
||||
|
||||
state = new PlayResult(GameState.NORMAL, getCurrentPlayerIndex());
|
||||
return state;
|
||||
}
|
||||
|
||||
public Score getScore() {
|
||||
return new Score(
|
||||
Long.bitCount(getPlayerBitboard(0)),
|
||||
Long.bitCount(getPlayerBitboard(1))
|
||||
);
|
||||
}
|
||||
|
||||
public int getWinner(){
|
||||
final long black = getPlayerBitboard(0);
|
||||
final long white = getPlayerBitboard(1);
|
||||
|
||||
final int blackCount = Long.bitCount(black);
|
||||
final int whiteCount = Long.bitCount(white);
|
||||
|
||||
if (blackCount == whiteCount){
|
||||
return -1;
|
||||
}
|
||||
else if (blackCount > whiteCount){
|
||||
return 0;
|
||||
}
|
||||
else{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,107 +0,0 @@
|
||||
package org.toop.game.games.tictactoe;
|
||||
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.framework.gameFramework.model.game.PlayResult;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
import org.toop.game.BitboardGame;
|
||||
|
||||
public class BitboardTicTacToe extends BitboardGame<BitboardTicTacToe> {
|
||||
private final long[] winningLines = {
|
||||
0b111000000L, // top row
|
||||
0b000111000L, // middle row
|
||||
0b000000111L, // bottom row
|
||||
0b100100100L, // left column
|
||||
0b010010010L, // middle column
|
||||
0b001001001L, // right column
|
||||
0b100010001L, // diagonal
|
||||
0b001010100L // anti-diagonal
|
||||
};
|
||||
|
||||
public BitboardTicTacToe(Player<BitboardTicTacToe>[] players) {
|
||||
super(3, 3, 2, players);
|
||||
}
|
||||
public BitboardTicTacToe(BitboardTicTacToe other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
public long getLegalMoves() {
|
||||
final long xBitboard = getPlayerBitboard(0);
|
||||
final long oBitboard = getPlayerBitboard(1);
|
||||
|
||||
final long taken = (xBitboard | oBitboard);
|
||||
return (~taken) & 0x1ffL;
|
||||
}
|
||||
|
||||
public int getWinner(){
|
||||
return getCurrentPlayerIndex();
|
||||
}
|
||||
|
||||
public PlayResult play(long move) {
|
||||
// Player loses if move is invalid
|
||||
if ((move & getLegalMoves()) == 0 || Long.bitCount(move) != 1){
|
||||
state = new PlayResult(GameState.WIN, getNextPlayer());
|
||||
return state;
|
||||
}
|
||||
|
||||
// Move is legal, make move
|
||||
long playerBitboard = getPlayerBitboard(getCurrentPlayerIndex());
|
||||
playerBitboard |= move;
|
||||
|
||||
setPlayerBitboard(getCurrentPlayerIndex(), playerBitboard);
|
||||
|
||||
// Check if current player won
|
||||
if (checkWin(playerBitboard)) {
|
||||
state = new PlayResult(GameState.WIN, getCurrentPlayerIndex());
|
||||
return state;
|
||||
}
|
||||
|
||||
// Proceed to next turn
|
||||
nextTurn();
|
||||
|
||||
|
||||
// Check for early draw
|
||||
if (getLegalMoves() == 0L || checkEarlyDraw()) {
|
||||
state = new PlayResult(GameState.DRAW, -1);
|
||||
return state;
|
||||
}
|
||||
|
||||
// Nothing weird happened, continue on as normal
|
||||
state = new PlayResult(GameState.NORMAL, -1);
|
||||
return state;
|
||||
}
|
||||
|
||||
private boolean checkWin(long board) {
|
||||
for (final long line : winningLines) {
|
||||
if ((board & line) == line) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private boolean checkEarlyDraw() {
|
||||
final long xBitboard = getPlayerBitboard(0);
|
||||
final long oBitboard = getPlayerBitboard(1);
|
||||
|
||||
final long taken = (xBitboard | oBitboard);
|
||||
final long empty = (~taken) & 0x1FFL;
|
||||
|
||||
for (final long line : winningLines) {
|
||||
if (((line & xBitboard) != 0 && (line & oBitboard) != 0)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((line & empty) != 0) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public BitboardTicTacToe deepCopy() {
|
||||
return new BitboardTicTacToe(this);
|
||||
}
|
||||
}
|
||||
@@ -1,55 +0,0 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.model.player.*;
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
|
||||
/**
|
||||
* Represents a player controlled by an AI.
|
||||
*
|
||||
* @param <T> the type of turn-based game
|
||||
*/
|
||||
public class ArtificialPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
|
||||
private final AI<T> ai;
|
||||
|
||||
/**
|
||||
* Creates a new AI-controlled player.
|
||||
*
|
||||
* @param ai the AI controlling this player
|
||||
* @param name the player's name
|
||||
*/
|
||||
public ArtificialPlayer(AI<T> ai, String name) {
|
||||
super(name);
|
||||
this.ai = ai;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a copy of another AI-controlled player.
|
||||
*
|
||||
* @param other the player to copy
|
||||
*/
|
||||
public ArtificialPlayer(ArtificialPlayer<T> other) {
|
||||
super(other);
|
||||
this.ai = other.ai.deepCopy();
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines the player's move using the AI.
|
||||
*
|
||||
* @param gameCopy a copy of the current game
|
||||
* @return the move chosen by the AI
|
||||
*/
|
||||
protected long determineMove(T gameCopy) {
|
||||
return ai.getMove(gameCopy);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a deep copy of this AI player.
|
||||
*
|
||||
* @return a copy of this player
|
||||
*/
|
||||
@Override
|
||||
public ArtificialPlayer<T> deepCopy() {
|
||||
return new ArtificialPlayer<>(this);
|
||||
}
|
||||
}
|
||||
@@ -1,87 +0,0 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.player.AbstractPlayer;
|
||||
|
||||
import java.util.concurrent.CompletableFuture;
|
||||
import java.util.concurrent.ExecutionException;
|
||||
|
||||
/**
|
||||
* Represents a local player who provides moves manually.
|
||||
*
|
||||
* @param <T> the type of turn-based game
|
||||
*/
|
||||
public class LocalPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
|
||||
private CompletableFuture<Long> LastMove = new CompletableFuture<>();
|
||||
|
||||
/**
|
||||
* Creates a new local player with the given name.
|
||||
*
|
||||
* @param name the player's name
|
||||
*/
|
||||
public LocalPlayer(String name) {
|
||||
super(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a copy of another local player.
|
||||
*
|
||||
* @param other the player to copy
|
||||
*/
|
||||
public LocalPlayer(LocalPlayer<T> other) {
|
||||
super(other);
|
||||
this.LastMove = other.LastMove;
|
||||
}
|
||||
|
||||
/**
|
||||
* Waits for and returns the player's next legal move.
|
||||
*
|
||||
* @param gameCopy a copy of the current game
|
||||
* @return the chosen move
|
||||
*/
|
||||
@Override
|
||||
protected long determineMove(T gameCopy) {
|
||||
long legalMoves = gameCopy.getLegalMoves();
|
||||
long move;
|
||||
|
||||
do {
|
||||
move = getLastMove();
|
||||
} while ((legalMoves & move) == 0);
|
||||
|
||||
return move;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the player's last move.
|
||||
*
|
||||
* @param move the move to set
|
||||
*/
|
||||
public void setLastMove(long move) {
|
||||
LastMove.complete(move);
|
||||
}
|
||||
|
||||
/**
|
||||
* Waits for the next move from the player.
|
||||
*
|
||||
* @return the chosen move or 0 if interrupted
|
||||
*/
|
||||
private long getLastMove() {
|
||||
LastMove = new CompletableFuture<>(); // Reset the future
|
||||
try {
|
||||
return LastMove.get();
|
||||
} catch (ExecutionException | InterruptedException e) {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a deep copy of this local player.
|
||||
*
|
||||
* @return a copy of this player
|
||||
*/
|
||||
@Override
|
||||
public LocalPlayer<T> deepCopy() {
|
||||
return new LocalPlayer<>(this);
|
||||
}
|
||||
}
|
||||
@@ -1,51 +0,0 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.player.AbstractPlayer;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
|
||||
/**
|
||||
* Represents a player that participates online.
|
||||
*
|
||||
* @param <T> the type of turn-based game
|
||||
*/
|
||||
public class OnlinePlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
|
||||
/**
|
||||
* Creates a new online player with the given name.
|
||||
*
|
||||
* @param name the name of the player
|
||||
*/
|
||||
public OnlinePlayer(String name) {
|
||||
super(name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a copy of another online player.
|
||||
*
|
||||
* @param other the player to copy
|
||||
*/
|
||||
public OnlinePlayer(OnlinePlayer<T> other) {
|
||||
super(other);
|
||||
}
|
||||
|
||||
/**
|
||||
* {@inheritDoc}
|
||||
* <p>
|
||||
* This method is not supported for online players.
|
||||
*
|
||||
* @throws UnsupportedOperationException always
|
||||
*/
|
||||
@Override
|
||||
protected long determineMove(T gameCopy) {
|
||||
throw new UnsupportedOperationException("An online player does not support determining move");
|
||||
}
|
||||
|
||||
/**
|
||||
* {@inheritDoc}
|
||||
*/
|
||||
@Override
|
||||
public Player<T> deepCopy() {
|
||||
return new OnlinePlayer<>(this);
|
||||
}
|
||||
}
|
||||
@@ -7,9 +7,9 @@ import org.toop.framework.gameFramework.model.player.AbstractAI;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
public class MCTSAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
public class MCTSAI extends AbstractAI {
|
||||
private static class Node {
|
||||
public TurnBasedGame<?> state;
|
||||
public TurnBasedGame state;
|
||||
public long move;
|
||||
|
||||
public Node parent;
|
||||
@@ -20,7 +20,7 @@ public class MCTSAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
public int visits;
|
||||
public float value;
|
||||
|
||||
public Node(TurnBasedGame<?> state, long move, Node parent) {
|
||||
public Node(TurnBasedGame state, long move, Node parent) {
|
||||
this.state = state;
|
||||
this.move = move;
|
||||
|
||||
@@ -33,7 +33,7 @@ public class MCTSAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
this.value = 0.0f;
|
||||
}
|
||||
|
||||
public Node(TurnBasedGame<?> state) {
|
||||
public Node(TurnBasedGame state) {
|
||||
this(state, 0L, null);
|
||||
}
|
||||
|
||||
@@ -71,17 +71,17 @@ public class MCTSAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
this.milliseconds = milliseconds;
|
||||
}
|
||||
|
||||
public MCTSAI(MCTSAI<T> other) {
|
||||
public MCTSAI(MCTSAI other) {
|
||||
this.milliseconds = other.milliseconds;
|
||||
}
|
||||
|
||||
@Override
|
||||
public MCTSAI<T> deepCopy() {
|
||||
return new MCTSAI<>(this);
|
||||
public MCTSAI deepCopy() {
|
||||
return new MCTSAI(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getMove(T game) {
|
||||
public long getMove(TurnBasedGame game) {
|
||||
Node root = new Node(game.deepCopy());
|
||||
|
||||
long endTime = System.currentTimeMillis() + milliseconds;
|
||||
@@ -135,7 +135,7 @@ public class MCTSAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
|
||||
long move = randomSetBit(legalMoves);
|
||||
|
||||
TurnBasedGame<?> copy = node.state.deepCopy();
|
||||
TurnBasedGame copy = node.state.deepCopy();
|
||||
copy.play(move);
|
||||
|
||||
Node newlyExpanded = new Node(copy, move, node);
|
||||
@@ -146,8 +146,8 @@ public class MCTSAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
return newlyExpanded;
|
||||
}
|
||||
|
||||
private float simulation(TurnBasedGame<?> state, int playerIndex) {
|
||||
TurnBasedGame<?> copy = state.deepCopy();
|
||||
private float simulation(TurnBasedGame state, int playerIndex) {
|
||||
TurnBasedGame copy = state.deepCopy();
|
||||
long legalMoves = copy.getLegalMoves();
|
||||
PlayResult result = null;
|
||||
|
||||
|
||||
@@ -5,9 +5,9 @@ import org.toop.framework.gameFramework.model.player.AbstractAI;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
public class MCTSAI2<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
public class MCTSAI2 extends AbstractAI {
|
||||
private static class Node {
|
||||
public TurnBasedGame<?> state;
|
||||
public TurnBasedGame state;
|
||||
|
||||
public long move;
|
||||
public long unexpandedMoves;
|
||||
@@ -20,7 +20,7 @@ public class MCTSAI2<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
public float value;
|
||||
public int visits;
|
||||
|
||||
public Node(TurnBasedGame<?> state, Node parent, long move) {
|
||||
public Node(TurnBasedGame state, Node parent, long move) {
|
||||
final long legalMoves = state.getLegalMoves();
|
||||
|
||||
this.state = state;
|
||||
@@ -37,7 +37,7 @@ public class MCTSAI2<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
this.visits = 0;
|
||||
}
|
||||
|
||||
public Node(TurnBasedGame<?> state) {
|
||||
public Node(TurnBasedGame state) {
|
||||
this(state, null, 0L);
|
||||
}
|
||||
|
||||
@@ -78,18 +78,18 @@ public class MCTSAI2<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
this.milliseconds = milliseconds;
|
||||
}
|
||||
|
||||
public MCTSAI2(MCTSAI2<?> other) {
|
||||
public MCTSAI2(MCTSAI2 other) {
|
||||
this.random = other.random;
|
||||
this.milliseconds = other.milliseconds;
|
||||
}
|
||||
|
||||
@Override
|
||||
public MCTSAI2<T> deepCopy() {
|
||||
return new MCTSAI2<>(this);
|
||||
public MCTSAI2 deepCopy() {
|
||||
return new MCTSAI2(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getMove(T game) {
|
||||
public long getMove(TurnBasedGame game) {
|
||||
final Node root = new Node(game, null, 0L);
|
||||
|
||||
final long endTime = System.nanoTime() + milliseconds * 1_000_000L;
|
||||
@@ -135,7 +135,7 @@ public class MCTSAI2<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
|
||||
final long unexpandedMove = leaf.unexpandedMoves & -leaf.unexpandedMoves;
|
||||
|
||||
final TurnBasedGame<?> copiedState = leaf.state.deepCopy();
|
||||
final TurnBasedGame copiedState = leaf.state.deepCopy();
|
||||
copiedState.play(unexpandedMove);
|
||||
|
||||
final Node expandedChild = new Node(copiedState, leaf, unexpandedMove);
|
||||
@@ -149,7 +149,7 @@ public class MCTSAI2<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
}
|
||||
|
||||
private float simulation(Node leaf) {
|
||||
final TurnBasedGame<?> copiedState = leaf.state.deepCopy();
|
||||
final TurnBasedGame copiedState = leaf.state.deepCopy();
|
||||
final int playerIndex = 1 - copiedState.getCurrentTurn();
|
||||
|
||||
while (!copiedState.isTerminal()) {
|
||||
|
||||
@@ -5,9 +5,9 @@ import org.toop.framework.gameFramework.model.player.AbstractAI;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
public class MCTSAI3<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
public class MCTSAI3 extends AbstractAI {
|
||||
private static class Node {
|
||||
public TurnBasedGame<?> state;
|
||||
public TurnBasedGame state;
|
||||
|
||||
public long move;
|
||||
public long unexpandedMoves;
|
||||
@@ -20,7 +20,7 @@ public class MCTSAI3<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
public float value;
|
||||
public int visits;
|
||||
|
||||
public Node(TurnBasedGame<?> state, Node parent, long move) {
|
||||
public Node(TurnBasedGame state, Node parent, long move) {
|
||||
final long legalMoves = state.getLegalMoves();
|
||||
|
||||
this.state = state;
|
||||
@@ -37,7 +37,7 @@ public class MCTSAI3<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
this.visits = 0;
|
||||
}
|
||||
|
||||
public Node(TurnBasedGame<?> state) {
|
||||
public Node(TurnBasedGame state) {
|
||||
this(state, null, 0L);
|
||||
}
|
||||
|
||||
@@ -82,7 +82,7 @@ public class MCTSAI3<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
this.milliseconds = milliseconds;
|
||||
}
|
||||
|
||||
public MCTSAI3(MCTSAI3<?> other) {
|
||||
public MCTSAI3(MCTSAI3 other) {
|
||||
this.random = other.random;
|
||||
|
||||
this.root = other.root;
|
||||
@@ -90,12 +90,12 @@ public class MCTSAI3<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
}
|
||||
|
||||
@Override
|
||||
public MCTSAI3<T> deepCopy() {
|
||||
return new MCTSAI3<>(this);
|
||||
public MCTSAI3 deepCopy() {
|
||||
return new MCTSAI3(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getMove(T game) {
|
||||
public long getMove(TurnBasedGame game) {
|
||||
detectRoot(game);
|
||||
|
||||
final long endTime = System.nanoTime() + milliseconds * 1_000_000L;
|
||||
@@ -129,7 +129,7 @@ public class MCTSAI3<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
return mostVisitedChild;
|
||||
}
|
||||
|
||||
private void detectRoot(T game) {
|
||||
private void detectRoot(TurnBasedGame game) {
|
||||
if (root == null) {
|
||||
root = new Node(game.deepCopy());
|
||||
return;
|
||||
@@ -198,7 +198,7 @@ public class MCTSAI3<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
|
||||
final long unexpandedMove = leaf.unexpandedMoves & -leaf.unexpandedMoves;
|
||||
|
||||
final TurnBasedGame<?> copiedState = leaf.state.deepCopy();
|
||||
final TurnBasedGame copiedState = leaf.state.deepCopy();
|
||||
copiedState.play(unexpandedMove);
|
||||
|
||||
final Node expandedChild = new Node(copiedState, leaf, unexpandedMove);
|
||||
@@ -212,7 +212,7 @@ public class MCTSAI3<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
}
|
||||
|
||||
private float simulation(Node leaf) {
|
||||
final TurnBasedGame<?> copiedState = leaf.state.deepCopy();
|
||||
final TurnBasedGame copiedState = leaf.state.deepCopy();
|
||||
final int playerIndex = 1 - copiedState.getCurrentTurn();
|
||||
|
||||
while (!copiedState.isTerminal()) {
|
||||
|
||||
@@ -9,7 +9,7 @@ import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.Random;
|
||||
|
||||
public class MiniMaxAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
public class MiniMaxAI extends AbstractAI {
|
||||
|
||||
private final int maxDepth;
|
||||
private final Random random = new Random();
|
||||
@@ -18,17 +18,17 @@ public class MiniMaxAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
this.maxDepth = depth;
|
||||
}
|
||||
|
||||
public MiniMaxAI(MiniMaxAI<T> other) {
|
||||
public MiniMaxAI(MiniMaxAI other) {
|
||||
this.maxDepth = other.maxDepth;
|
||||
}
|
||||
|
||||
@Override
|
||||
public MiniMaxAI<T> deepCopy() {
|
||||
return new MiniMaxAI<>(this);
|
||||
public MiniMaxAI deepCopy() {
|
||||
return new MiniMaxAI(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getMove(T game) {
|
||||
public long getMove(TurnBasedGame game) {
|
||||
long legalMoves = game.getLegalMoves();
|
||||
if (legalMoves == 0) return 0;
|
||||
|
||||
@@ -39,7 +39,7 @@ public class MiniMaxAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
long movesLoop = legalMoves;
|
||||
while (movesLoop != 0) {
|
||||
long move = 1L << Long.numberOfTrailingZeros(movesLoop);
|
||||
T copy = game.deepCopy();
|
||||
TurnBasedGame copy = game.deepCopy();
|
||||
PlayResult result = copy.play(move);
|
||||
|
||||
int score;
|
||||
@@ -75,7 +75,7 @@ public class MiniMaxAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
* @param beta Beta value
|
||||
* @return score of the position
|
||||
*/
|
||||
private int getMoveScore(T game, int depth, boolean maximizing, int aiPlayer, int alpha, int beta) {
|
||||
private int getMoveScore(TurnBasedGame game, int depth, boolean maximizing, int aiPlayer, int alpha, int beta) {
|
||||
long legalMoves = game.getLegalMoves();
|
||||
|
||||
// Terminal state
|
||||
@@ -95,7 +95,7 @@ public class MiniMaxAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
|
||||
while (movesLoop != 0) {
|
||||
long move = 1L << Long.numberOfTrailingZeros(movesLoop);
|
||||
T copy = game.deepCopy();
|
||||
TurnBasedGame copy = game.deepCopy();
|
||||
PlayResult result = copy.play(move);
|
||||
|
||||
int score;
|
||||
@@ -126,11 +126,11 @@ public class MiniMaxAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
* Simple heuristic evaluation for Reversi-like games.
|
||||
* Positive = good for AI, Negative = good for opponent.
|
||||
*
|
||||
* @param game Game state
|
||||
* @param game OnlineTurnBasedGame state
|
||||
* @param aiPlayer AI's player index
|
||||
* @return heuristic score
|
||||
*/
|
||||
private int evaluateBoard(T game, int aiPlayer) {
|
||||
private int evaluateBoard(TurnBasedGame game, int aiPlayer) {
|
||||
long[] board = game.getBoard();
|
||||
int aiCount = 0;
|
||||
int opponentCount = 0;
|
||||
|
||||
@@ -6,19 +6,19 @@ import org.toop.framework.gameFramework.model.player.AbstractAI;
|
||||
import java.util.Random;
|
||||
|
||||
|
||||
public class RandomAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
public class RandomAI extends AbstractAI {
|
||||
|
||||
public RandomAI() {
|
||||
super();
|
||||
}
|
||||
|
||||
@Override
|
||||
public RandomAI<T> deepCopy() {
|
||||
return new RandomAI<T>();
|
||||
public RandomAI deepCopy() {
|
||||
return new RandomAI();
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getMove(T game) {
|
||||
public long getMove(TurnBasedGame game) {
|
||||
long legalMoves = game.getLegalMoves();
|
||||
int move = new Random().nextInt(Long.bitCount(legalMoves));
|
||||
return nthBitIndex(legalMoves, move);
|
||||
|
||||
Reference in New Issue
Block a user