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Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

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A.6 FigureMap.java 167<br />

251 i n t maxW2 = −1;<br />

252 i n t maxB1 = −2;<br />

253 i n t maxB2 = −2;<br />

254<br />

255 f o r ( i n t w=1; wcountFig (maxW1) )<br />

257 {<br />

258 maxW2 = maxW1;<br />

259 maxW1 = w;<br />

260 }<br />

261 e l s e<br />

262 i f ( countFig (w)>countFig (maxW2) )<br />

263 maxW2 = w;<br />

264 f o r ( i n t b=2; bcountFig (maxB1) )<br />

266 {<br />

267 maxB2 = maxB1 ;<br />

268 maxB1 = b ;<br />

269 }<br />

270 e l s e<br />

271 i f ( countFig ( b )>countFig (maxB2) )<br />

272 maxB2 = b ;<br />

273 w h i t e P i e c e s = countFig (maxW1)+countFig (maxW2) ;<br />

274 b l a c k P i e c e s = countFig (maxB1)+countFig (maxB2) ;<br />

275 }<br />

276<br />

277 // r e t u r n e r numrene f o r de 2 s t o e r s t e hvid og de 2 s t o e r s t e<br />

s o r t e f i g u r e , som der endnu kan p l a c e r e s b r i k opad .<br />

278 p u b l i c i n t [ ] [ ] [ ] g e t F i g s ( i n t [ ] [ ] fb ) {<br />

279 i n t [ ] [ ] [ ] f = new i n t [ 2 ] [ 2 ] [ 2 ] ;<br />

280 // f [ ] [ ] [ 0 ] = f i g u r navnet (nummer) , f [ ] [ ] [ 1 ] = f i g u r e n s<br />

s t o e r r e l s e<br />

281 // f [ 1 ] [ ] [ ] = hvid f i g u r , f [ 0 ] [ ] [ ] = s o r t f i g u r<br />

282 // f [ ] [ 0 ] [ ] = s t o e r s t e f i g u r , f [ ] [ 1 ] [ ] = n a e s t s t o e r r e s t e<br />

f i g u r<br />

283 f [ 1 ] [ 0 ] [ 0 ] = −1;<br />

284 f [ 1 ] [ 1 ] [ 0 ] = −1;<br />

285 f [ 0 ] [ 0 ] [ 0 ] = −2;<br />

286 f [ 0 ] [ 1 ] [ 0 ] = −2;<br />

287 f [ 1 ] [ 0 ] [ 1 ] = 0 ;<br />

288 f [ 1 ] [ 1 ] [ 1 ] = 0 ;<br />

289 f [ 0 ] [ 0 ] [ 1 ] = 0 ;<br />

290 f [ 0 ] [ 1 ] [ 1 ] = 0 ;<br />

291 i n t [ ] figN ;<br />

292 figN = findMaxFigNames ( fb ) ;<br />

293<br />

294<br />

295 f o r ( i n t w=1; wf [ 1 ] [ 0 ] [ 1 ] )<br />

299 {<br />

300 f [ 1 ] [ 1 ] [ 0 ] = f [ 1 ] [ 0 ] [ 0 ] ;<br />

301 f [ 1 ] [ 1 ] [ 1 ] = f [ 1 ] [ 0 ] [ 1 ] ;<br />

302 f [ 1 ] [ 0 ] [ 0 ] = w;

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