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Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

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A.3 AI<strong>Taiji</strong>LocalAreaAB.java 131<br />

39 }<br />

40<br />

41 // s a e t t e r c o l S t a r t , colEnd , rowStart og rowEnd s a a l e d e s at der<br />

kan k o e r e s minimax paa e t 4x4 omraade a f b r a e t t e t .<br />

42 p r i v a t e void setAround ( i n t [ ] t ) {<br />

43 i f ( t [ 0 ] < t [ 2 ] ) {<br />

44 c o l S t a r t = t [ 0 ] − 1 ;<br />

45 colEnd = t [ 2 ] + 1 ;<br />

46 }<br />

47 i f ( t [ 0 ] > t [ 2 ] ) {<br />

48 c o l S t a r t = t [ 2 ] − 1 ;<br />

49 colEnd = t [ 0 ] + 1 ;<br />

50 }<br />

51 i f ( t [ 0 ] == t [ 2 ] ) {<br />

52 c o l S t a r t = t [ 0 ] − 1 ;<br />

53 colEnd = t [ 0 ] + 2 ; // +2 f o r 4x4 , +1 f o r 3x4<br />

54 }<br />

55 // f l y t t e r omraadet h v i s f o r r i g e t r a e k l i g g e r opad kanten<br />

56 i f ( c o l S t a r t < 0) {<br />

57 i f ( colEnd − c o l S t a r t == 2 && t [0]== t [ 2 ] )<br />

58 colEnd = 2 ; // 3x4<br />

59 e l s e<br />

60 colEnd = 3 ; // 4x4<br />

61 c o l S t a r t = 0 ;<br />

62 }<br />

63<br />

64 // f l y t t e r omraadet h v i s f o r r i g e t r a e k l i g g e r opad kanten<br />

65 i f ( colEnd >= tModel . noCols ) {<br />

66 i f ( colEnd − c o l S t a r t == 2 && t [0]== t [ 2 ] )<br />

67 c o l S t a r t = tModel . noCols −3; // 3x4<br />

68 e l s e<br />

69 c o l S t a r t = tModel . noCols −4; // 4x4<br />

70 colEnd = tModel . noCols −1;<br />

71<br />

72 }<br />

73<br />

74 i f ( t [ 1 ] < t [ 3 ] ) {<br />

75 rowStart = t [ 1 ] − 1 ;<br />

76 rowEnd = t [ 3 ] + 1 ;<br />

77 }<br />

78 i f ( t [ 1 ] > t [ 3 ] ) {<br />

79 rowStart = t [ 3 ] − 1 ;<br />

80 rowEnd = t [ 1 ] + 1 ;<br />

81 }<br />

82 i f ( t [ 1 ] == t [ 3 ] ) {<br />

83 rowStart = t [ 1 ] − 1 ;<br />

84 rowEnd = t [ 1 ] + 2 ; // +2 f o r 4x4 , +1 f o r 4x3<br />

85 }<br />

86 i f ( rowStart < 0) {<br />

87 i f ( rowEnd − rowStart == 2 && t [1]== t [ 3 ] )<br />

88 rowEnd = 2 ; // 4x3<br />

89 e l s e<br />

90 rowEnd = 3 ; // 4x4<br />

91 rowStart = 0 ;<br />

92 }

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