mirror of
https://github.com/2OOP/pism.git
synced 2026-02-04 10:54:51 +00:00
Removed old AI and old files. Added a new generic random AI. game no longer deals with translation.
This commit is contained in:
@@ -26,40 +26,11 @@ public abstract class BitboardGame<T extends BitboardGame<T>> implements TurnBas
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Arrays.fill(playerBitboard, 0L);
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}
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protected int[] translateLegalMoves(long legalMoves){
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int[] output = new int[Long.bitCount(legalMoves)];
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int j = 0;
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for(int i = 0; i < 64; i++){
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if ((legalMoves & (1L << i)) != 0){
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output[j] = i;
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j++;
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}
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}
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return output;
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}
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protected long translateMove(int move){
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return 1L << move;
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}
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protected int[] translateBoard(){
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int[] output = new int[64];
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Arrays.fill(output, -1);
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for(int i = 0; i < this.playerBitboard.length; i++){
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for (int j = 0; j < 64; j++){
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if ((this.playerBitboard[i] & (1L << j)) != 0){
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output[j] = i;
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}
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}
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}
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return output;
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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.playerBitboard = Arrays.copyOf(other.playerBitboard, other.playerBitboard.length);
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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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@@ -104,6 +75,9 @@ public abstract class BitboardGame<T extends BitboardGame<T>> implements TurnBas
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return players[getCurrentPlayerIndex()];
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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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@@ -58,7 +58,7 @@ public class LocalFixedRateThreadBehaviour<T extends TurnBasedGame<T>> extends A
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nextUpdate += UPDATE_INTERVAL;
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Player<T> currentPlayer = game.getPlayer(game.getCurrentTurn());
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int move = currentPlayer.getMove(game.deepCopy());
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long move = currentPlayer.getMove(game.deepCopy());
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PlayResult result = game.play(move);
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new EventFlow().addPostEvent(GUIEvents.RefreshGameCanvas.class).postEvent();
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@@ -47,9 +47,9 @@ public class LocalThreadBehaviour<T extends TurnBasedGame<T>> extends AbstractTh
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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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int move = currentPlayer.getMove(game.deepCopy());
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long move = currentPlayer.getMove(game.deepCopy());
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PlayResult result = game.play(move);
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new EventFlow().addPostEvent(GUIEvents.RefreshGameCanvas.class).postEvent();
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controller.updateUI();
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GameState state = result.state();
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switch (state) {
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@@ -3,9 +3,7 @@ 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.AbstractGame;
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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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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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@@ -52,20 +50,19 @@ public class OnlineThreadBehaviour<T extends TurnBasedGame<T>> extends AbstractT
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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(NetworkEvents.YourTurnResponse event) {
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public void onYourTurn(long clientId) {
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if (!isRunning.get()) return;
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int move = game.getPlayer(game.getCurrentTurn()).getMove(game.deepCopy());
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new EventFlow().addPostEvent(NetworkEvents.SendMove.class, event.clientId(), (short) move).postEvent();
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long move = game.getPlayer(game.getCurrentTurn()).getMove(game.deepCopy());
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controller.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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@Override
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public void onMoveReceived(NetworkEvents.GameMoveResponse event) {
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public void onMoveReceived(long move) {
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if (!isRunning.get()) return;
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game.play(Integer.parseInt(event.move()));
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game.play(move);
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new EventFlow().addPostEvent(GUIEvents.RefreshGameCanvas.class).postEvent();
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}
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@@ -73,11 +70,10 @@ public class OnlineThreadBehaviour<T extends TurnBasedGame<T>> extends AbstractT
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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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@Override
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public void gameFinished(NetworkEvents.GameResultResponse event) {
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switch(event.condition().toUpperCase()){
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public void gameFinished(String condition) {
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switch(condition.toUpperCase()){
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case "WIN" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, true, game.getCurrentTurn()).postEvent();
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case "DRAW" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, false, AbstractGame.EMPTY).postEvent();
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case "DRAW" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, false, -1).postEvent();
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case "LOSS" -> new EventFlow().addPostEvent(GUIEvents.GameEnded.class, true, (game.getCurrentTurn() + 1)%2).postEvent();
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default -> {
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logger.error("Invalid condition");
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@@ -1,9 +1,7 @@
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package org.toop.game.gameThreads;
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import org.toop.framework.gameFramework.model.game.AbstractGame;
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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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import org.toop.framework.gameFramework.model.player.AbstractPlayer;
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/**
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* Online thread behaviour that adds a fixed delay before processing
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@@ -17,7 +15,7 @@ public class OnlineWithSleepThreadBehaviour<T extends TurnBasedGame<T>> extends
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/**
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* Creates the behaviour and forwards the players to the base class.
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*
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* @param game the online-capable turn-based game
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* @param game the online-capable turn-based game
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*/
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public OnlineWithSleepThreadBehaviour(T game) {
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super(game);
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@@ -29,7 +27,7 @@ public class OnlineWithSleepThreadBehaviour<T extends TurnBasedGame<T>> extends
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* @param event the network event indicating it's this client's turn
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*/
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@Override
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public void onYourTurn(NetworkEvents.YourTurnResponse event) {
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public void onYourTurn(long clientId) {
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try {
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Thread.sleep(50);
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@@ -37,6 +35,6 @@ public class OnlineWithSleepThreadBehaviour<T extends TurnBasedGame<T>> extends
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e.printStackTrace();
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}
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super.onYourTurn(event);
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super.onYourTurn(clientId);
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}
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}
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@@ -5,15 +5,8 @@ import org.toop.framework.gameFramework.model.game.PlayResult;
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import org.toop.framework.gameFramework.model.player.Player;
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import org.toop.game.BitboardGame;
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import java.util.Arrays;
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public class BitboardReversi extends BitboardGame<BitboardReversi> {
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@Override
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public int[] getBoard() {
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return translateBoard();
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}
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public record Score(int black, int white) {}
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private final long notAFile = 0xfefefefefefefefeL;
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@@ -29,7 +22,11 @@ public class BitboardReversi extends BitboardGame<BitboardReversi> {
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setPlayerBitboard(1, (1L << (3 + 3 * 8)) | (1L << (4 + 4 * 8)));
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}
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public long getLegalMoves2() {
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public BitboardReversi(BitboardReversi other) {
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super(other);
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}
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public long getLegalMoves() {
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final long player = getPlayerBitboard(getCurrentPlayerIndex());
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final long opponent = getPlayerBitboard(getNextPlayer());
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@@ -76,20 +73,9 @@ public class BitboardReversi extends BitboardGame<BitboardReversi> {
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}
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@Override
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public int[] getLegalMoves(){
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return translateLegalMoves(getLegalMoves2());
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}
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public BitboardReversi deepCopy() {return new BitboardReversi(this);}
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@Override
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public PlayResult play(int move) {
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return new PlayResult(playBit(translateMove(move)), getCurrentPlayerIndex());
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}
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// TODO: Implement
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@Override
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public BitboardReversi deepCopy() {return this;};
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public GameState playBit(long move) {
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public PlayResult play(long move) {
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final long flips = getFlips(move);
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long player = getPlayerBitboard(getCurrentPlayerIndex());
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@@ -103,12 +89,12 @@ public class BitboardReversi extends BitboardGame<BitboardReversi> {
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nextTurn();
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final long nextLegalMoves = getLegalMoves2();
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final long nextLegalMoves = getLegalMoves();
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if (nextLegalMoves == 0) {
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nextTurn();
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final long skippedLegalMoves = getLegalMoves2();
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final long skippedLegalMoves = getLegalMoves();
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if (skippedLegalMoves == 0) {
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final long black = getPlayerBitboard(0);
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@@ -118,16 +104,16 @@ public class BitboardReversi extends BitboardGame<BitboardReversi> {
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final int whiteCount = Long.bitCount(white);
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if (blackCount == whiteCount) {
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return GameState.DRAW;
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return new PlayResult(GameState.DRAW, -1);
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}
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return GameState.WIN;
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return new PlayResult(GameState.WIN, blackCount > whiteCount ? 0 : 1);
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}
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return GameState.TURN_SKIPPED;
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return new PlayResult(GameState.TURN_SKIPPED, getCurrentPlayerIndex());
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}
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return GameState.NORMAL;
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return new PlayResult(GameState.NORMAL, getCurrentPlayerIndex());
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}
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public Score getScore() {
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@@ -1,20 +0,0 @@
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package org.toop.game.games.reversi;
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import org.toop.framework.gameFramework.model.player.AI;
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import org.toop.framework.gameFramework.model.player.AbstractAI;
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import java.util.Random;
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public final class ReversiAIR extends AbstractAI<BitboardReversi>{
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public int getMove(BitboardReversi game) {
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int[] moves = game.getLegalMoves();
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if (moves.length == 0) return -1;
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int inty = new Random().nextInt(0, moves.length);
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return moves[inty];
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}
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public ReversiAIR deepCopy() {
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return new ReversiAIR();
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}
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}
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@@ -1,260 +0,0 @@
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package org.toop.game.games.reversi;
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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.AbstractGame;
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import org.toop.framework.gameFramework.model.player.Player;
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import java.awt.*;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.HashSet;
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import java.util.Set;
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public final class ReversiR extends AbstractGame<ReversiR> {
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private int movesTaken;
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private Set<Point> filledCells = new HashSet<>();
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private int[] mostRecentlyFlippedPieces;
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@Override
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public ReversiR deepCopy() {
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return new ReversiR(this);
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}
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// TODO: Don't hardcore for two players :)
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public record Score(int player1Score, int player2Score) {}
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public ReversiR(Player<ReversiR>[] players) {
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super(8, 8, 2, players);
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addStartPieces();
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}
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public ReversiR(ReversiR other) {
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super(other);
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this.movesTaken = other.movesTaken;
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this.filledCells = other.filledCells;
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this.mostRecentlyFlippedPieces = other.mostRecentlyFlippedPieces;
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}
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private void addStartPieces() {
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this.setBoard(27, 1);
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this.setBoard(28, 0);
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this.setBoard(35, 0);
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this.setBoard(36, 1);
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updateFilledCellsSet();
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}
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private void updateFilledCellsSet() {
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for (int i = 0; i < 64; i++) {
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if (this.getBoard()[i] != EMPTY) {
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filledCells.add(new Point(i % this.getColumnSize(), i / this.getRowSize()));
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}
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}
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}
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@Override
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public int[] getLegalMoves() {
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final ArrayList<Integer> legalMoves = new ArrayList<>();
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int[][] boardGrid = makeBoardAGrid();
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int currentPlayer = this.getCurrentTurn();
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Set<Point> adjCell = getAdjacentCells(boardGrid);
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for (Point point : adjCell){
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int[] moves = getFlipsForPotentialMove(point,currentPlayer);
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int score = moves.length;
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if (score > 0){
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legalMoves.add(point.x + point.y * this.getRowSize());
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}
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}
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return legalMoves.stream().mapToInt(Integer::intValue).toArray();
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}
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private Set<Point> getAdjacentCells(int[][] boardGrid) {
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Set<Point> possibleCells = new HashSet<>();
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for (Point point : filledCells) { //for every filled cell
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for (int deltaColumn = -1; deltaColumn <= 1; deltaColumn++){ //check adjacent cells
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for (int deltaRow = -1; deltaRow <= 1; deltaRow++){ //orthogonally and diagonally
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int newX = point.x + deltaColumn, newY = point.y + deltaRow;
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if (deltaColumn == 0 && deltaRow == 0 //continue if out of bounds
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|| !isOnBoard(newX, newY)) {
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continue;
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}
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if (boardGrid[newY][newX] == EMPTY) { //check if the cell is empty
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possibleCells.add(new Point(newX, newY)); //and then add it to the set of possible moves
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}
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}
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}
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}
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return possibleCells;
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}
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public int[] getFlipsForPotentialMove(Point point, int currentPlayer) {
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final ArrayList<Integer> movesToFlip = new ArrayList<>();
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for (int deltaColumn = -1; deltaColumn <= 1; deltaColumn++) { //for all directions
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for (int deltaRow = -1; deltaRow <= 1; deltaRow++) {
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if (deltaColumn == 0 && deltaRow == 0){
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continue;
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}
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int[] moves = getFlipsInDirection(point,makeBoardAGrid(),currentPlayer,deltaColumn,deltaRow);
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if (moves != null) { //getFlipsInDirection
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Arrays.stream(moves).forEach(movesToFlip::add);
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}
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}
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}
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return movesToFlip.stream().mapToInt(Integer::intValue).toArray();
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}
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private int[] getFlipsInDirection(Point point, int[][] boardGrid, int currentPlayer, int dirX, int dirY) {
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int opponent = getOpponent(currentPlayer);
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final ArrayList<Integer> movesToFlip = new ArrayList<>();
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int x = point.x + dirX;
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int y = point.y + dirY;
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if (!isOnBoard(x, y) || boardGrid[y][x] != opponent) { //there must first be an opponents tile
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return null;
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}
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while (isOnBoard(x, y) && boardGrid[y][x] == opponent) { //count the opponents tiles in this direction
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movesToFlip.add(x+y*this.getRowSize());
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x += dirX;
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y += dirY;
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}
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if (isOnBoard(x, y) && boardGrid[y][x] == currentPlayer) {
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return movesToFlip.stream().mapToInt(Integer::intValue).toArray(); //only return the count if last tile is ours
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}
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return null;
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}
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private boolean isOnBoard(int x, int y) {
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return x >= 0 && x < this.getColumnSize() && y >= 0 && y < this.getRowSize();
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}
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private int[][] makeBoardAGrid() {
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int[][] boardGrid = new int[this.getRowSize()][this.getColumnSize()];
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for (int i = 0; i < 64; i++) {
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boardGrid[i / this.getRowSize()][i % this.getColumnSize()] = this.getBoard()[i]; //boardGrid[y -> row] [x -> column]
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}
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return boardGrid;
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}
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private boolean gameOver(){
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ReversiR gameCopy = deepCopy();
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return gameCopy.getLegalMoves().length == 0 && gameCopy.skipTurn().getLegalMoves().length == 0;
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}
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@Override
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public PlayResult play(int move) {
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/*int[] legalMoves = getLegalMoves();
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boolean moveIsLegal = false;
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for (int legalMove : legalMoves) { //check if the move is legal
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if (move == legalMove) {
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moveIsLegal = true;
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break;
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}
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}
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if (!moveIsLegal) {
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return null;
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}
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int[] moves = sortMovesFromCenter(Arrays.stream(getFlipsForPotentialMove(new Point(move%this.getColumnSize(),move/this.getRowSize()), getCurrentTurn())).boxed().toArray(Integer[]::new),move);
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mostRecentlyFlippedPieces = moves;
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this.setBoard(move); //place the move on the board
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for (int m : moves) {
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this.setBoard(m); //flip the correct pieces on the board
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}
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filledCells.add(new Point(move % this.getRowSize(), move / this.getColumnSize()));
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nextTurn();
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if (getLegalMoves().length == 0) { //skip the players turn when there are no legal moves
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skipMyTurn();
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if (getLegalMoves().length > 0) {
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return new PlayResult(GameState.TURN_SKIPPED, getCurrentTurn());
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}
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else { //end the game when neither player has a legal move
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Score score = getScore();
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if (score.player1Score() == score.player2Score()) {
|
||||
return new PlayResult(GameState.DRAW, EMPTY);
|
||||
}
|
||||
else {
|
||||
return new PlayResult(GameState.WIN, getCurrentTurn());
|
||||
}
|
||||
}
|
||||
}
|
||||
return new PlayResult(GameState.NORMAL, EMPTY);*/
|
||||
|
||||
// Check if move is legal
|
||||
if (!contains(getLegalMoves(), move)){
|
||||
// Next person wins
|
||||
return new PlayResult(GameState.WIN, (getCurrentTurn() + 1) % 2);
|
||||
}
|
||||
|
||||
// Move is legal, proceed as normal
|
||||
int[] moves = sortMovesFromCenter(Arrays.stream(getFlipsForPotentialMove(new Point(move%this.getColumnSize(),move/this.getRowSize()), getCurrentTurn())).boxed().toArray(Integer[]::new),move);
|
||||
mostRecentlyFlippedPieces = moves;
|
||||
this.setBoard(move); //place the move on the board
|
||||
for (int m : moves) {
|
||||
this.setBoard(m); //flip the correct pieces on the board
|
||||
}
|
||||
filledCells.add(new Point(move % this.getRowSize(), move / this.getColumnSize()));
|
||||
|
||||
nextTurn();
|
||||
|
||||
// Check for forced turn skip
|
||||
if (getLegalMoves().length == 0){
|
||||
PlayResult result;
|
||||
// Check if next turn is also a force skip
|
||||
if (deepCopy().skipTurn().getLegalMoves().length == 0){
|
||||
// Game over
|
||||
int winner = getWinner();
|
||||
result = new PlayResult(winner == EMPTY ? GameState.DRAW : GameState.WIN, winner);
|
||||
}else{
|
||||
// Turn skipped
|
||||
result = new PlayResult(GameState.TURN_SKIPPED, getCurrentTurn());
|
||||
skipTurn();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
return new PlayResult(GameState.NORMAL, EMPTY);
|
||||
}
|
||||
|
||||
private ReversiR skipTurn(){
|
||||
nextTurn();
|
||||
return this;
|
||||
}
|
||||
|
||||
private int getOpponent(int currentPlayer){
|
||||
return (currentPlayer + 1)%2;
|
||||
}
|
||||
|
||||
public int getWinner(){
|
||||
int player1Score = 0, player2Score = 0;
|
||||
for (int count = 0; count < this.getRowSize() * this.getColumnSize(); count++) {
|
||||
if (this.getBoard()[count] == 0) {
|
||||
player1Score += 1;
|
||||
}
|
||||
if (this.getBoard()[count] == 1) {
|
||||
player2Score += 1;
|
||||
}
|
||||
}
|
||||
return player1Score == player2Score? -1 : player1Score > player2Score ? 0 : 1;
|
||||
}
|
||||
private int[] sortMovesFromCenter(Integer[] moves, int center) { //sorts the pieces to be flipped for animation purposes
|
||||
int centerX = center%this.getColumnSize();
|
||||
int centerY = center/this.getRowSize();
|
||||
Arrays.sort(moves, (a, b) -> {
|
||||
int dxA = a%this.getColumnSize() - centerX;
|
||||
int dyA = a/this.getRowSize() - centerY;
|
||||
int dxB = b%this.getColumnSize() - centerX;
|
||||
int dyB = b/this.getRowSize() - centerY;
|
||||
|
||||
int distA = dxA * dxA + dyA * dyA;
|
||||
int distB = dxB * dxB + dyB * dyB;
|
||||
|
||||
return Integer.compare(distA, distB);
|
||||
});
|
||||
return Arrays.stream(moves).mapToInt(Integer::intValue).toArray();
|
||||
}
|
||||
public int[] getMostRecentlyFlippedPieces() {
|
||||
return mostRecentlyFlippedPieces;
|
||||
}
|
||||
}
|
||||
@@ -24,17 +24,7 @@ public class BitboardTicTacToe extends BitboardGame<BitboardTicTacToe> {
|
||||
super(other);
|
||||
}
|
||||
|
||||
@Override
|
||||
public int[] getLegalMoves(){
|
||||
return translateLegalMoves(getLegalMoves2());
|
||||
}
|
||||
|
||||
@Override
|
||||
public PlayResult play(int move) {
|
||||
return play2(translateMove(move));
|
||||
}
|
||||
|
||||
public long getLegalMoves2() {
|
||||
public long getLegalMoves() {
|
||||
final long xBitboard = getPlayerBitboard(0);
|
||||
final long oBitboard = getPlayerBitboard(1);
|
||||
|
||||
@@ -42,9 +32,9 @@ public class BitboardTicTacToe extends BitboardGame<BitboardTicTacToe> {
|
||||
return (~taken) & 0x1ffL;
|
||||
}
|
||||
|
||||
public PlayResult play2(long move) {
|
||||
public PlayResult play(long move) {
|
||||
// Player loses if move is invalid
|
||||
if ((move & getLegalMoves2()) == 0 || Long.bitCount(move) != 1){
|
||||
if ((move & getLegalMoves()) == 0 || Long.bitCount(move) != 1){
|
||||
return new PlayResult(GameState.WIN, getNextPlayer());
|
||||
}
|
||||
|
||||
@@ -64,7 +54,7 @@ public class BitboardTicTacToe extends BitboardGame<BitboardTicTacToe> {
|
||||
|
||||
|
||||
// Check for early draw
|
||||
if (getLegalMoves2() == 0L || checkEarlyDraw()) {
|
||||
if (getLegalMoves() == 0L || checkEarlyDraw()) {
|
||||
return new PlayResult(GameState.DRAW, -1);
|
||||
}
|
||||
|
||||
@@ -102,11 +92,6 @@ public class BitboardTicTacToe extends BitboardGame<BitboardTicTacToe> {
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int[] getBoard() {
|
||||
return translateBoard();
|
||||
}
|
||||
|
||||
@Override
|
||||
public BitboardTicTacToe deepCopy() {
|
||||
return new BitboardTicTacToe(this);
|
||||
|
||||
@@ -1,108 +0,0 @@
|
||||
package org.toop.game.games.tictactoe;
|
||||
|
||||
import org.toop.framework.gameFramework.model.player.AI;
|
||||
import org.toop.framework.gameFramework.model.player.AbstractAI;
|
||||
import org.toop.framework.gameFramework.model.game.PlayResult;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
|
||||
/**
|
||||
* AI implementation for playing Tic-Tac-Toe.
|
||||
* <p>
|
||||
* This AI uses a recursive minimax-like strategy with a limited depth to
|
||||
* evaluate moves. It attempts to maximize its chances of winning while
|
||||
* minimizing the opponent's opportunities. Random moves are used in the
|
||||
* opening or when no clear best move is found.
|
||||
* </p>
|
||||
*/
|
||||
public final class TicTacToeAIR extends AbstractAI<BitboardTicTacToe> {
|
||||
|
||||
/**
|
||||
* Determines the best move for the given Tic-Tac-Toe game state.
|
||||
* <p>
|
||||
* Uses a depth-limited recursive strategy to score each legal move and
|
||||
* selects the move with the highest score. If no legal moves are available,
|
||||
* returns -1. If multiple moves are equally good, picks one randomly.
|
||||
* </p>
|
||||
*
|
||||
* @param game the current Tic-Tac-Toe game state
|
||||
* @param depth the depth of lookahead for evaluating moves (non-negative)
|
||||
* @return the index of the best move, or -1 if no moves are available
|
||||
*/
|
||||
public int getMove(BitboardTicTacToe game) {
|
||||
int depth = 9;
|
||||
assert game != null;
|
||||
final int[] legalMoves = game.getLegalMoves();
|
||||
|
||||
// If there are no moves, return -1
|
||||
if (legalMoves.length == 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
// If first move, pick a corner
|
||||
if (legalMoves.length == 9) {
|
||||
return switch ((int)(Math.random() * 4)) {
|
||||
case 0 -> legalMoves[2];
|
||||
case 1 -> legalMoves[6];
|
||||
case 2 -> legalMoves[8];
|
||||
default -> legalMoves[0];
|
||||
};
|
||||
}
|
||||
|
||||
int bestScore = -depth;
|
||||
int bestMove = -1;
|
||||
|
||||
// Calculate Move score of each move, keep track what moves had the best score
|
||||
for (final int move : legalMoves) {
|
||||
final int score = getMoveScore(game, depth, move, true);
|
||||
|
||||
if (score > bestScore) {
|
||||
bestMove = move;
|
||||
bestScore = score;
|
||||
}
|
||||
}
|
||||
return bestMove != -1 ? bestMove : legalMoves[(int)(Math.random() * legalMoves.length)];
|
||||
}
|
||||
|
||||
/**
|
||||
* Recursively evaluates the score of a potential move using a minimax-like approach.
|
||||
*
|
||||
* @param game the current Tic-Tac-Toe game state
|
||||
* @param depth remaining depth to evaluate
|
||||
* @param move the move to evaluate
|
||||
* @param maximizing true if the AI is to maximize score, false if minimizing
|
||||
* @return the score of the move
|
||||
*/
|
||||
private int getMoveScore(BitboardTicTacToe game, int depth, int move, boolean maximizing) {
|
||||
final BitboardTicTacToe copy = game.deepCopy();
|
||||
final PlayResult result = copy.play(move);
|
||||
|
||||
GameState state = result.state();
|
||||
|
||||
switch (state) {
|
||||
case DRAW: return 0;
|
||||
case WIN: return maximizing ? depth + 1 : -depth - 1;
|
||||
}
|
||||
|
||||
if (depth <= 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
final int[] legalMoves = copy.getLegalMoves();
|
||||
int score = maximizing ? depth + 1 : -depth - 1;
|
||||
|
||||
for (final int next : legalMoves) {
|
||||
if (maximizing) {
|
||||
score = Math.min(score, getMoveScore(copy, depth - 1, next, false));
|
||||
} else {
|
||||
score = Math.max(score, getMoveScore(copy, depth - 1, next, true));
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
@Override
|
||||
public AI<BitboardTicTacToe> deepCopy() {
|
||||
return new TicTacToeAIR();
|
||||
}
|
||||
}
|
||||
@@ -1,118 +0,0 @@
|
||||
package org.toop.game.games.tictactoe;
|
||||
|
||||
import org.toop.framework.gameFramework.model.game.PlayResult;
|
||||
import org.toop.framework.gameFramework.model.game.AbstractGame;
|
||||
import org.toop.framework.gameFramework.GameState;
|
||||
import org.toop.framework.gameFramework.model.player.Player;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Objects;
|
||||
|
||||
public final class TicTacToeR extends AbstractGame<TicTacToeR> {
|
||||
private int movesLeft;
|
||||
|
||||
public TicTacToeR(Player<TicTacToeR>[] players) {
|
||||
super(3, 3, 2, players);
|
||||
movesLeft = this.getBoard().length;
|
||||
}
|
||||
|
||||
public TicTacToeR(TicTacToeR other) {
|
||||
super(other);
|
||||
movesLeft = other.movesLeft;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int[] getLegalMoves() {
|
||||
final ArrayList<Integer> legalMoves = new ArrayList<Integer>();
|
||||
|
||||
for (int i = 0; i < this.getBoard().length; i++) {
|
||||
if (Objects.equals(this.getBoard()[i], EMPTY)) {
|
||||
legalMoves.add(i);
|
||||
}
|
||||
}
|
||||
return legalMoves.stream().mapToInt(Integer::intValue).toArray();
|
||||
}
|
||||
|
||||
@Override
|
||||
public PlayResult play(int move) {
|
||||
// NOT MY ASSERTIONS - Stef
|
||||
assert move >= 0 && move < this.getBoard().length;
|
||||
|
||||
// Player loses if move is invalid
|
||||
if (!contains(getLegalMoves(), move)) {
|
||||
// Next player wins
|
||||
return new PlayResult(GameState.WIN, (getCurrentTurn() + 1)%2); // TODO: Make this a generic method like getNextPlayer() or something similar.
|
||||
}
|
||||
|
||||
// Move is valid, make move.
|
||||
this.setBoard(move);
|
||||
movesLeft--;
|
||||
nextTurn();
|
||||
|
||||
// Check if current player won TODO: Make this generic?
|
||||
// Not sure why I am checking for ANY win when only current player should be able to win.
|
||||
int t = checkForWin();
|
||||
if (t != EMPTY) {
|
||||
return new PlayResult(GameState.WIN, t);
|
||||
}
|
||||
|
||||
// Check for (early) draw
|
||||
if (movesLeft <= 3) {
|
||||
if (checkForEarlyDraw()) {
|
||||
return new PlayResult(GameState.DRAW, EMPTY);
|
||||
}
|
||||
}
|
||||
|
||||
// Nothing weird happened, continue on as normal
|
||||
return new PlayResult(GameState.NORMAL, EMPTY);
|
||||
}
|
||||
|
||||
private int checkForWin() {
|
||||
// Horizontal
|
||||
for (int i = 0; i < 3; i++) {
|
||||
|
||||
final int index = i * 3;
|
||||
|
||||
if (!Objects.equals(this.getBoard()[index], EMPTY)
|
||||
&& Objects.equals(this.getBoard()[index], this.getBoard()[index + 1])
|
||||
&& Objects.equals(this.getBoard()[index], this.getBoard()[index + 2])) {
|
||||
return this.getBoard()[index];
|
||||
}
|
||||
}
|
||||
|
||||
// Vertical
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (!Objects.equals(this.getBoard()[i], EMPTY) && Objects.equals(this.getBoard()[i], this.getBoard()[i + 3]) && Objects.equals(this.getBoard()[i], this.getBoard()[i + 6])) {
|
||||
return this.getBoard()[i];
|
||||
}
|
||||
}
|
||||
|
||||
// B-Slash
|
||||
if (!Objects.equals(this.getBoard()[0], EMPTY) && Objects.equals(this.getBoard()[0], this.getBoard()[4]) && Objects.equals(this.getBoard()[0], this.getBoard()[8])) {
|
||||
return this.getBoard()[0];
|
||||
}
|
||||
|
||||
// F-Slash
|
||||
if (!Objects.equals(this.getBoard()[2], EMPTY) && Objects.equals(this.getBoard()[2], this.getBoard()[4]) && Objects.equals(this.getBoard()[2], this.getBoard()[6]))
|
||||
return this.getBoard()[2];
|
||||
|
||||
// Default return
|
||||
return EMPTY;
|
||||
}
|
||||
|
||||
private boolean checkForEarlyDraw() {
|
||||
for (final int move : this.getLegalMoves()) {
|
||||
final TicTacToeR copy = this.deepCopy();
|
||||
|
||||
if (copy.play(move).state() == GameState.WIN || !copy.checkForEarlyDraw()) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public TicTacToeR deepCopy() {
|
||||
return new TicTacToeR(this);
|
||||
}
|
||||
}
|
||||
@@ -44,7 +44,7 @@ public class ArtificialPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer
|
||||
* @return the integer representing the chosen move
|
||||
* @throws ClassCastException if {@code gameCopy} is not of type {@code T}
|
||||
*/
|
||||
public int getMove(T gameCopy) {
|
||||
public long getMove(T gameCopy) {
|
||||
return ai.getMove(gameCopy);
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ public class LocalPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
// Future can be used with event system, IF unsubscribeAfterSuccess works...
|
||||
// private CompletableFuture<Integer> LastMove = new CompletableFuture<>();
|
||||
|
||||
private CompletableFuture<Integer> LastMove;
|
||||
private CompletableFuture<Long> LastMove;
|
||||
|
||||
public LocalPlayer(String name) {
|
||||
super(name);
|
||||
@@ -22,11 +22,11 @@ public class LocalPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
}
|
||||
|
||||
@Override
|
||||
public int getMove(T gameCopy) {
|
||||
public long getMove(T gameCopy) {
|
||||
return getValidMove(gameCopy);
|
||||
}
|
||||
|
||||
public void setMove(int move) {
|
||||
public void setMove(long move) {
|
||||
LastMove.complete(move);
|
||||
}
|
||||
|
||||
@@ -36,11 +36,12 @@ public class LocalPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
return false;
|
||||
}
|
||||
|
||||
private int getMove2(T gameCopy) {
|
||||
private long getMove2(T gameCopy) {
|
||||
LastMove = new CompletableFuture<>();
|
||||
int move = -1;
|
||||
long move = 0;
|
||||
try {
|
||||
move = LastMove.get();
|
||||
System.out.println(Long.toBinaryString(move));
|
||||
} catch (InterruptedException | ExecutionException e) {
|
||||
// TODO: Add proper logging.
|
||||
e.printStackTrace();
|
||||
@@ -48,14 +49,14 @@ public class LocalPlayer<T extends TurnBasedGame<T>> extends AbstractPlayer<T> {
|
||||
return move;
|
||||
}
|
||||
|
||||
protected int getValidMove(T gameCopy){
|
||||
protected long getValidMove(T gameCopy){
|
||||
// Get this player's valid moves
|
||||
int[] validMoves = gameCopy.getLegalMoves();
|
||||
long validMoves = gameCopy.getLegalMoves();
|
||||
// Make sure provided move is valid
|
||||
// TODO: Limit amount of retries?
|
||||
// TODO: Stop copying game so many times
|
||||
int move = getMove2(gameCopy.deepCopy());
|
||||
while (!contains(validMoves, move)) {
|
||||
long move = getMove2(gameCopy.deepCopy());
|
||||
while ((validMoves & move) == 0) {
|
||||
System.out.println("Not a valid move, try again");
|
||||
move = getMove2(gameCopy.deepCopy());
|
||||
}
|
||||
|
||||
41
game/src/main/java/org/toop/game/players/RandomAI.java
Normal file
41
game/src/main/java/org/toop/game/players/RandomAI.java
Normal file
@@ -0,0 +1,41 @@
|
||||
package org.toop.game.players;
|
||||
|
||||
import org.toop.framework.gameFramework.model.game.TurnBasedGame;
|
||||
import org.toop.framework.gameFramework.model.player.AbstractAI;
|
||||
|
||||
import java.util.Random;
|
||||
|
||||
|
||||
public class RandomAI<T extends TurnBasedGame<T>> extends AbstractAI<T> {
|
||||
|
||||
public RandomAI() {
|
||||
super();
|
||||
}
|
||||
|
||||
@Override
|
||||
public RandomAI<T> deepCopy() {
|
||||
return new RandomAI<T>();
|
||||
}
|
||||
|
||||
@Override
|
||||
public long getMove(T game) {
|
||||
System.out.println("Getting move?");
|
||||
long legalMoves = game.getLegalMoves();
|
||||
int move = new Random().nextInt(Long.bitCount(legalMoves));
|
||||
System.out.println("Legal moves: " + Long.toBinaryString(legalMoves));
|
||||
System.out.println("Playing: " + Long.toBinaryString(nthBitIndex(legalMoves, move)));
|
||||
return nthBitIndex(legalMoves, move);
|
||||
}
|
||||
|
||||
public static long nthBitIndex(long bb, int n) {
|
||||
while (bb != 0) {
|
||||
int tz = Long.numberOfTrailingZeros(bb);
|
||||
if (n == 0) {
|
||||
return 1L << tz;
|
||||
}
|
||||
bb &= bb - 1; // clear the least significant 1
|
||||
n--;
|
||||
}
|
||||
return 0L; // not enough 1s
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user