Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet
Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet
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 }