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Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

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A.13 <strong>Taiji</strong>Model.java 185<br />

52 t P r i n t = new T a i j i P r i n t ( t h i s ) ;<br />

53 noRows = row ;<br />

54 tBoard . board = new i n t [ maxTurns ] [ noCols ] [ noRows ] ;<br />

55 maxScore = noCols ∗noRows ;<br />

56 maxS = noCols ∗noRows / 2 ;<br />

57 r e s e t ( ) ;<br />

58 }<br />

59<br />

60<br />

61 // Reset . Toemmer b r a e t t e t , s a e t t e r o e j e b l i k s v a e r d i e r n e t i l<br />

u d g a n g s p o s i t i o n e n .<br />

62 p u b l i c void r e s e t ( )<br />

63 {<br />

64 currentTurn = 1 ;<br />

65 showTurn = 0 ;<br />

66 f o r ( i n t c = 0 ; c < noCols ; c++)<br />

67 {<br />

68 f o r ( i n t r = 0 ; r < noRows ; r++)<br />

69 {<br />

70 tBoard . s e t P i e c e ( c , r , 2 ) ;<br />

71 }<br />

72 }<br />

73 c u r r e n t P l a y e r = 1 ;<br />

74 tBoard . board [ 0 ] [ 0 ] [ 0 ] = 1 ;<br />

75 }<br />

76<br />

77<br />

78 // haandtere t r a e k f o r menneskelig s p i l l e r e r og AI ’ erne<br />

79 // r e t u r n e r e om der e r en v i n d e r .<br />

80 p u b l i c S t r i n g move ( i n t curCol , i n t curRow )<br />

81 {<br />

82 S t r i n g winner = ”None ” ;<br />

83<br />

84 i f ( showTurn % 2 != s t a r t e r ) { // == 0 , s t a r t e r s p i l l e r e n (<br />

hvid ) , == 1 s t a r t e r ai ’ en ( s o r t )<br />

85 i f ( whitePlayer == 0)<br />

86 playerTurn ( curCol , curRow , f a l s e ) ;<br />

87 i f ( whitePlayer == 2)<br />

88 alphaBetaTurn ( f a l s e ) ;<br />

89 i f ( whitePlayer == 4)<br />

90 growthTurn ( f a l s e ) ;<br />

91 i f ( whitePlayer == 6)<br />

92 localAreaABTurn ( f a l s e ) ;<br />

93<br />

94 }<br />

95 e l s e<br />

96 {<br />

97 i f ( b l a c k P l a y e r == 0)<br />

98 playerTurn ( curCol , curRow , t r u e ) ;<br />

99 i f ( b l a c k P l a y e r == 1)<br />

100 minimaxTurn ( ) ;<br />

101 i f ( b l a c k P l a y e r == 2)<br />

102 alphaBetaTurn ( t r u e ) ;<br />

103 i f ( b l a c k P l a y e r == 3)<br />

104 pureAlphaBetaTurn ( ) ;

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