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Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

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186 Bilag A<br />

105 i f ( b l a c k P l a y e r == 4)<br />

106 growthTurn ( t r u e ) ;<br />

107 i f ( b l a c k P l a y e r == 5)<br />

108 minimax2Turn ( ) ;<br />

109 i f ( b l a c k P l a y e r == 6)<br />

110 localAreaABTurn ( t r u e ) ;<br />

111 }<br />

112<br />

113 switch ( gameOver ( ) )<br />

114 {<br />

115 c a s e −1:<br />

116 break ;<br />

117 c a s e 0 :<br />

118 winner = ” Black ” ;<br />

119 r e t u r n ( winner ) ;<br />

120 c a s e 1 :<br />

121 winner = ”White ” ;<br />

122 r e t u r n ( winner ) ;<br />

123 c a s e 2 :<br />

124 winner = ”Draw ” ;<br />

125 r e t u r n ( winner ) ;<br />

126 }<br />

127<br />

128<br />

129<br />

130 r e t u r n ( winner ) ;<br />

131 }<br />

132<br />

133 // Lader den menneskelige s p i l l e r f o r e t a g e e t ryk<br />

134 // F o r e t a g e r e t ryk , h v i s det e r l o v l i g t . ( Et ryk e r d e l t op i<br />

en hvid og en s o r t d e l )<br />

135 // Modtager p o s i t i o n f r a k l i k som argument<br />

136 p r i v a t e void playerTurn ( i n t curCol , i n t curRow , boolean b ) {<br />

137 i n t b1 = 1 ;<br />

138 i n t b2 = 0 ;<br />

139 i f ( b ) {<br />

140 b1=0;<br />

141 b2=1;<br />

142 }<br />

143<br />

144 i f ( c l i c k == f a l s e )<br />

145 {<br />

146 i f ( checkMove ( tBoard . board [ currentTurn ] , curCol ,<br />

curRow ) )<br />

147 {<br />

148 tBoard . copyBoard ( ) ;<br />

149 currentTurn++;<br />

150 tBoard . board [ 0 ] [ 0 ] [ 0 ] = currentTurn ;<br />

151 tBoard . s e t P i e c e ( curCol , curRow , b1 ) ;<br />

152 c l i c k = t r u e ;<br />

153 preCol = curCol ;<br />

154 preRow = curRow ;<br />

155 tBoard . getOneBoard ( currentTurn ) ;<br />

156 }<br />

157 }

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