Meilleures heuristiques

This commit is contained in:
william 2023-04-11 14:11:19 -04:00
parent 648c325649
commit c3cd91b199
15 changed files with 424 additions and 113 deletions

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@ -4,36 +4,22 @@
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@ -55,6 +41,7 @@
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@ -78,7 +78,7 @@ public class Client {
board.move(previousMove);
}
// Thread.sleep(500);
Thread.sleep(200);
String nextMove = board.runNextMove();
System.out.printf("Prochain mouvement: %s\n\n", nextMove);

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@ -4,6 +4,8 @@ import laboratoire4.pawns.PawnMovement;
public interface IPawn {
boolean isMoveValid(IPawn[][] board, PawnMovement movement);
boolean isMoveValid(IPawn[][] board, PawnMovement movement, boolean ignorePlayers);
boolean isMoveValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol, boolean ignorePlayer);
boolean isMoveValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol);
void move(PawnMovement movement);
boolean isPusher();

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@ -49,11 +49,19 @@ public abstract class Pawn implements IPawn {
}
public boolean isMoveValid(IPawn[][] board, PawnMovement movement) {
return isMoveValid(board, movement, row, col);
return isMoveValid(board, movement, false);
}
public boolean isMoveValid(IPawn[][] board, PawnMovement movement, boolean ignorePlayers) {
return isMoveValid(board, movement, row, col, ignorePlayers);
}
public boolean isMoveValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol) {
return isMoveValid(board, movement, fromRow, fromCol, false);
}
@Override
public boolean isMoveValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol) {
public boolean isMoveValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol, boolean ignorePlayers) {
int nextRow = fromRow + getDirection();
if (nextRow < 0 || nextRow >= board.length) {
return false;
@ -64,8 +72,8 @@ public abstract class Pawn implements IPawn {
return false;
}
return isMoveReallyValid(board, movement, fromRow, fromCol);
return isMoveReallyValid(board, movement, fromRow, fromCol, ignorePlayers);
}
protected abstract boolean isMoveReallyValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol);
protected abstract boolean isMoveReallyValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol, boolean ignorePlayers);
}

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@ -1,10 +1,15 @@
package laboratoire4.pawns;
import laboratoire4.Action;
import laboratoire4.IPawn;
import laboratoire4.Player;
import laboratoire4.game.Game;
import laboratoire4.game.GameUtils;
import java.awt.*;
import java.util.ArrayDeque;
import java.util.List;
import java.util.Queue;
import java.util.*;
public class PawnUtils {
public static int distanceFromGoal(IPawn pawn) {
@ -27,7 +32,7 @@ public class PawnUtils {
Point pos = positionsToVisit.poll();
for (PawnMovement movement : PawnMovement.values()) {
if (!initialPawn.isMoveValid(board, movement, pos.x, pos.y)) {
if (!initialPawn.isMoveValid(board, movement, pos.x, pos.y, false)) {
continue;
}
@ -50,4 +55,121 @@ public class PawnUtils {
return false;
}
public static boolean canBeCaptured(Game game, IPawn pawn) {
for (PawnMovement movement : PawnMovement.values()) {
int nextRow = pawn.getRow() + pawn.getDirection();
int nextCol = pawn.getCol() + movement.getMove();
if (nextRow < 0 || nextRow > 7 || nextCol < 0 || nextCol > 7) {
continue;
}
IPawn nearPawn = game.getBoard()[nextRow][nextCol];
if (nearPawn == null || PawnUtils.areSamePlayers(pawn, nearPawn)) {
continue;
}
if (nearPawn.isMoveValid(game.getBoard(), movement.getOpposite())) {
return true;
}
}
return false;
}
public static boolean canBeCaptured(Game game, int row, int col, Player player) {
for (PawnMovement movement : PawnMovement.values()) {
int nextRow = row + player.getDirection();
int nextCol = col + movement.getMove();
if (nextRow < 0 || nextRow > 7 || nextCol < 0 || nextCol > 7) {
continue;
}
IPawn nearPawn = game.getBoard()[nextRow][nextCol];
if (nearPawn == null || player == nearPawn.getPlayer()) {
continue;
}
if (nearPawn.isMoveValid(game.getBoard(), movement.getOpposite(), true)) {
return true;
}
}
return false;
}
public static boolean canCapture(Game game, IPawn max, IPawn min) {
int rowDistance = Math.abs(min.getRow() - max.getRow());
int colDistance = Math.abs(min.getCol() - max.getCol());
if (colDistance > rowDistance) {
// Le pion ne pourra jamais être atteint
return false;
}
return PawnUtils.canCapture(game, max, min, max.getRow(), max.getCol(), 0, rowDistance);
}
public static boolean canCapture(Game game, IPawn max, IPawn min, int row, int col, int depth, int maxDepth) {
if (min.getRow() == row && min.getCol() == col) {
return true;
}
if (depth >= maxDepth) {
return false;
}
for (PawnMovement movement : PawnMovement.values()) {
if (max.isMoveValid(game.getBoard(), movement, row, col, false)) {
int nextRow = row + max.getDirection();
int nextCol = col + movement.getMove();
if (canCapture(game, max, min, nextRow, nextCol, depth + 1, maxDepth)) {
return true;
}
}
}
return false;
}
public static <T extends IPawn> Collection<Action<T>> getActions(Game game, boolean max) {
return getActions(game, max, true);
}
public static <T extends IPawn> Collection<Action<T>> getActions(Game game, boolean max, boolean excludeDefense) {
List<Action<T>> actions = new ArrayList<>();
PawnMovement[] movements = PawnMovement.values();
//noinspection unchecked
Collection<T> pawns = (Collection<T>) (max ?
GameUtils.getMaxPawns(game.getBoard(), game.getPlayer()) :
GameUtils.getMinPawns(game.getBoard(), game.getPlayer()));
for (T pawn : pawns) {
if (excludeDefense && pawn.getRow() == pawn.getPlayer().getHome()) {
int col = pawn.getCol();
// Si possible, on ne bouge pas ces pushers, comme ça on a une défense d'urgence totale
if (col == 1 || col == 2 || col == 5 || col == 6) {
continue;
}
}
for (PawnMovement movement : movements) {
if (pawn.isMoveValid(game.getBoard(), movement)) {
actions.add(new Action<>(pawn, movement));
}
}
}
if (excludeDefense && actions.isEmpty()) {
return getActions(game, max, false);
}
Collections.shuffle(actions);
return actions;
}
}

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@ -14,7 +14,7 @@ public class Pushed extends Pawn {
}
@Override
public boolean isMoveReallyValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol) {
public boolean isMoveReallyValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol, boolean ignorePlayers) {
int direction = getDirection();
IPawn pusher = null;
IPawn to = board[fromRow + direction][fromCol + movement.getMove()];
@ -28,7 +28,7 @@ public class Pushed extends Pawn {
}
boolean pusherValid = pusher != null && pusher.isPusher() && pusher.getPlayer() == player;
boolean destinationValid = to == null || (movement != PawnMovement.STRAIGHT && to.getPlayer() != this.player);
boolean destinationValid = to == null || (movement != PawnMovement.STRAIGHT && (ignorePlayers || to.getPlayer() != this.player));
return pusherValid && destinationValid;
}

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@ -14,14 +14,14 @@ public class Pusher extends Pawn {
}
@Override
public boolean isMoveReallyValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol) {
public boolean isMoveReallyValid(IPawn[][] board, PawnMovement movement, int fromRow, int fromCol, boolean ignorePlayers) {
IPawn to = board[fromRow + getDirection()][fromCol + movement.getMove()];
if (to == null) {
return true;
}
if (to.getPlayer() == player) {
if (!ignorePlayers && to.getPlayer() == player) {
return false;
}

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@ -1,34 +1,64 @@
package laboratoire4.strategies;
import laboratoire4.Action;
import laboratoire4.IPawn;
import laboratoire4.game.Game;
import laboratoire4.game.GameUtils;
import laboratoire4.pawns.PawnMovement;
import laboratoire4.pawns.PawnUtils;
import laboratoire4.pawns.SimulatedPawn;
import java.util.Collection;
import java.util.stream.Collectors;
public class AttackStrategy extends MiniMaxStrategy {
private static final int ATTACK_DISTANCE_FROM_GOAL = 4;
private long originalMinPawnCount;
private long originalMaxPusherCount;
@Override
public EvaluationResult getNextMove(Game game) {
originalMinPawnCount = GameUtils.getMinPawnsAsStream(game.getBoard(), game.getPlayer()).count();
originalMaxPusherCount = GameUtils.getMaxPawnsAsStream(game.getBoard(), game.getPlayer())
.filter(IPawn::isPusher)
.count();
return super.getNextMove(game);
}
@Override
protected int evaluateSimulation() {
int score = 0;
if (getMinPawns().stream().anyMatch(p -> p.getRow() == p.getPlayer().getGoal())) {
return Integer.MIN_VALUE;
}
long pusherCount = getMaxPawns().stream().filter(IPawn::isPusher).count();
if (pusherCount == 0) {
return Integer.MIN_VALUE;
}
score -= Math.pow(originalMaxPusherCount - pusherCount, 2);
for (SimulatedPawn pawn : getMaxPawns()) {
if (pawn.getRow() == pawn.getPlayer().getGoal()) {
return Integer.MAX_VALUE;
}
if (PawnUtils.hasEasyWinPath(game.getBoard(), pawn)) {
return Integer.MAX_VALUE / 2;
}
int score = 0;
// int distanceFromGoal = PawnUtils.distanceFromGoal(pawn);
// if (distanceFromGoal <= ATTACK_DISTANCE_FROM_GOAL) {
// score += ATTACK_DISTANCE_FROM_GOAL - distanceFromGoal + 1;
// }
if (pawn.isPusher() && PawnUtils.canBeCaptured(game, pawn)) {
score -= 10; // On ne veut pas nécessairement bouger on peut être capturé facilement
}
}
int minPawnCount = getMinPawns().size();
long capturedPawnCount = originalMinPawnCount - minPawnCount;
@ -51,7 +81,11 @@ public class AttackStrategy extends MiniMaxStrategy {
}
if (distanceFromGoal == 2) {
weight = PawnUtils.hasEasyWinPath(game.getBoard(), pawn) ? 8 : 5;
if (PawnUtils.hasEasyWinPath(game.getBoard(), pawn)) {
weight = 8;
} else {
weight = 5;
}
}
if (distanceFromGoal > 2 && distanceFromGoal <= ATTACK_DISTANCE_FROM_GOAL) {
@ -65,4 +99,14 @@ public class AttackStrategy extends MiniMaxStrategy {
return maxWeight;
}
private boolean cantBeCaptured(Action<IPawn> action) {
IPawn pawn = action.getPawn();
PawnMovement movement = action.getMovement();
int row = pawn.getRow() + pawn.getDirection();
int col = pawn.getCol() + movement.getMove();
return !PawnUtils.canBeCaptured(game, row, col, pawn.getPlayer());
}
}

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@ -1,5 +1,6 @@
package laboratoire4.strategies;
import laboratoire4.Action;
import laboratoire4.IPawn;
import laboratoire4.game.Game;
import laboratoire4.game.GameUtils;
@ -13,6 +14,7 @@ import java.util.Optional;
public class DefenseStrategy extends MiniMaxStrategy {
private static final int DEFENSE_DISTANCE_FROM_HOME = 3;
private static final int PAWN_DEFENSE_DISTANCE = 3;
private final Map<IPawn, Integer> dangerousPawns = new HashMap<>();
@ -31,23 +33,35 @@ public class DefenseStrategy extends MiniMaxStrategy {
}
return super.getNextMove(game);
// EvaluationResult result = super.getNextMove(game);
// if (Math.abs(result.getRow() - game.getPlayer().getHome()) > DEFENSE_DISTANCE_FROM_HOME) {
// return null;
// }
//
// return result;
}
@Override
public int getWeight(Game game) {
Collection<IPawn> minPawns = GameUtils.getMinPawns(game.getBoard(), game.getPlayer());
Collection<IPawn> maxPawns = GameUtils.getMaxPawns(game.getBoard(), game.getPlayer());
int maxWeight = 0;
for (IPawn pawn : minPawns) {
int weight = 0;
int distanceFromGoal = PawnUtils.distanceFromGoal(pawn);
if (distanceFromGoal <= 1) {
if (distanceFromGoal <= 2) {
if (PawnUtils.hasEasyWinPath(game.getBoard(), pawn)) {
if (maxPawns.stream().noneMatch(p -> PawnUtils.canCapture(game, p, pawn))) {
// Le pion ne peut pas être arrêté, on doit attaquer !
return 0;
} else {
return WEIGHT_MAX;
}
if (distanceFromGoal == 2) {
weight = PawnUtils.hasEasyWinPath(game.getBoard(), pawn) ? 8 : 5;
} else {
weight = 5;
}
}
if (distanceFromGoal > 2 && distanceFromGoal <= DEFENSE_DISTANCE_FROM_HOME) {
@ -64,15 +78,17 @@ public class DefenseStrategy extends MiniMaxStrategy {
@Override
protected int evaluateSimulation() {
for (SimulatedPawn pawn : getMinPawns()) {
int score = 0;
Collection<SimulatedPawn> maxPawns = getMaxPawns();
Collection<SimulatedPawn> minPawns = getMinPawns();
for (SimulatedPawn pawn : minPawns) {
if (pawn.getRow() == pawn.getPlayer().getGoal()) {
return Integer.MIN_VALUE;
}
}
int score = 0;
for (IPawn dangerousPawn : dangerousPawns.keySet()) {
Optional<SimulatedPawn> simulated = GameUtils.getMinPawnsAsStream(game.getBoard(), game.getPlayer())
.filter(p -> p.getOriginalRow() == dangerousPawn.getRow() && p.getOriginalCol() == dangerousPawn.getCol())
@ -85,9 +101,65 @@ public class DefenseStrategy extends MiniMaxStrategy {
// On est toujours en danger
int distance = PawnUtils.distanceFromGoal(simulated.get());
score -= Math.pow(DEFENSE_DISTANCE_FROM_HOME - distance + 1, 3);
for (SimulatedPawn pawn : maxPawns) {
score += PAWN_DEFENSE_DISTANCE - distanceFromCapture(pawn, simulated.get()) * 5;
}
}
}
for (SimulatedPawn pawn : maxPawns) {
if (PawnUtils.canBeCaptured(game, pawn)) {
score -= 5;
}
// On préfère les groupes de 2 pushers, puisqu'ils ont une meilleure surface de défense
if (!pawn.isPusher()) {
continue;
}
int col = pawn.getCol();
int row = pawn.getRow();
if (col > 0 && PawnUtils.areSamePlayers(pawn, game.getBoard()[col - 1][row])) {
score += 5;
}
if (col < 7 && PawnUtils.areSamePlayers(pawn, game.getBoard()[col + 1][row])) {
score += 5;
}
}
return score;
}
@Override
protected Collection<Action<IPawn>> getActions(boolean max) {
Collection<SimulatedPawn> pawns = max ? getMaxPawns() : getMinPawns();
long defensivePawnCount = pawns.stream()
.filter(IPawn::isPusher)
.filter(p -> p.getRow() != p.getPlayer().getHome())
.filter(p -> PawnUtils.distanceFromHome(p) <= DEFENSE_DISTANCE_FROM_HOME)
.count();
return PawnUtils.getActions(game, max, defensivePawnCount > 0);
}
private int distanceFromCapture(IPawn max, IPawn min) {
int rowDistance = Math.abs(min.getRow() - max.getRow());
int colDistance = Math.abs(min.getCol() - max.getCol());
if (colDistance > rowDistance) {
// Le pion ne pourra jamais être atteint
return PAWN_DEFENSE_DISTANCE;
}
if (!PawnUtils.canCapture(game, max, min, max.getRow(), max.getCol(), 0, rowDistance)) {
return PAWN_DEFENSE_DISTANCE;
}
return rowDistance;
}
}

View File

@ -11,6 +11,7 @@ public class ImmediateDefenseStrategy implements Strategy {
@Override
public EvaluationResult getNextMove(Game game) {
// On utilise pas la méthode utilitaire, car on veut bouger la ligne de défense si nécessaire
for (IPawn pawn : GameUtils.getMaxPawns(game.getBoard(), game.getPlayer())) {
if (PawnUtils.distanceFromHome(pawn) > IMM_DEFENSE_DISTANCE_FROM_HOME) {
continue;

View File

@ -13,8 +13,6 @@ public class MasterStrategy implements Strategy {
return instance;
}
private boolean starting = true;
private MasterStrategy() {
}
@ -35,8 +33,8 @@ public class MasterStrategy implements Strategy {
private Strategy getBestStrategy(Game game) {
Strategy[] strategies = new Strategy[]{
new WinningStrategy(),
new ImmediateDefenseStrategy(),
new WinningStrategy(),
new DefenseStrategy(),
new AttackStrategy()
};
@ -57,17 +55,10 @@ public class MasterStrategy implements Strategy {
}
if (maxWeight > 0) {
starting = false;
return bestStrategy;
}
//noinspection IfStatementWithIdenticalBranches
if (starting) {
return new StartingStrategy();
}
// TODO WN: Default strategy
return new StartingStrategy();
return new RandomStrategy();
}
@Override

View File

@ -1,19 +1,18 @@
package laboratoire4.strategies;
import laboratoire4.Action;
import laboratoire4.IPawn;
import laboratoire4.game.Game;
import laboratoire4.game.GameUtils;
import laboratoire4.game.SimulatedGame;
import laboratoire4.pawns.PawnMovement;
import laboratoire4.pawns.PawnUtils;
import laboratoire4.pawns.SimulatedPawn;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Collections;
import java.util.List;
public abstract class MiniMaxStrategy implements Strategy {
private static final int MAX_DEPTH = 4;
private static final int MAX_DEPTH = 6;
protected SimulatedGame game;
@ -28,11 +27,11 @@ public abstract class MiniMaxStrategy implements Strategy {
EvaluationResult maxResult = null;
int maxScore = Integer.MIN_VALUE;
for (Action<SimulatedPawn> action : getActions(true)) {
for (Action<IPawn> action : getActions(true)) {
int score = min(0, Integer.MIN_VALUE, Integer.MAX_VALUE);
if (maxResult == null || score > maxScore) {
SimulatedPawn pawn = action.getPawn();
IPawn pawn = action.getPawn();
maxResult = new EvaluationResult(pawn.getRow(), pawn.getCol(), action.getMovement());
}
}
@ -42,13 +41,13 @@ public abstract class MiniMaxStrategy implements Strategy {
private int max(int depth, int alpha, int beta) {
if (depth >= MAX_DEPTH) {
return evaluateSimulation();
return evaluate();
}
int maxScore = Integer.MIN_VALUE;
for (Action<SimulatedPawn> action : getActions(true)) {
SimulatedPawn pawn = action.getPawn();
for (Action<IPawn> action : getActions(true)) {
IPawn pawn = action.getPawn();
PawnMovement movement = action.getMovement();
game.move(pawn, movement);
@ -69,13 +68,13 @@ public abstract class MiniMaxStrategy implements Strategy {
private int min(int depth, int alpha, int beta) {
if (depth >= MAX_DEPTH) {
return evaluateSimulation();
return evaluate();
}
int minScore = Integer.MAX_VALUE;
for (Action<SimulatedPawn> action : getActions(false)) {
SimulatedPawn pawn = action.getPawn();
for (Action<IPawn> action : getActions(false)) {
IPawn pawn = action.getPawn();
PawnMovement movement = action.getMovement();
game.move(pawn, movement);
@ -94,23 +93,6 @@ public abstract class MiniMaxStrategy implements Strategy {
return minScore;
}
private Collection<Action<SimulatedPawn>> getActions(boolean max) {
List<Action<SimulatedPawn>> actions = new ArrayList<>();
Collection<SimulatedPawn> pawns = max ? getMaxPawns() : getMinPawns();
PawnMovement[] movements = PawnMovement.values();
for (SimulatedPawn pawn : pawns) {
for (PawnMovement movement : movements) {
if (pawn.isMoveValid(game.getBoard(), movement)) {
actions.add(new Action<>(pawn, movement));
}
}
}
Collections.shuffle(actions);
return actions;
}
protected Collection<SimulatedPawn> getMaxPawns() {
return GameUtils.getMaxPawns(game.getBoard(), game.getPlayer());
}
@ -119,5 +101,17 @@ public abstract class MiniMaxStrategy implements Strategy {
return GameUtils.getMinPawns(game.getBoard(), game.getPlayer());
}
protected Collection<Action<IPawn>> getActions(boolean max) {
return PawnUtils.getActions(game, max);
}
private int evaluate() {
int score = evaluateSimulation();
// Logique générale
return score;
}
protected abstract int evaluateSimulation();
}

View File

@ -14,18 +14,20 @@ import java.util.stream.Collectors;
* Au début du jeu, il n'y a pas d'attaques, de défense ou de possibilités de gagner (pas besoin de minimax).
* Alors, on avance quelques pions (pas tous) aléatoirement.
*/
public class StartingStrategy implements Strategy {
private static final int PAWN_TO_MOVE = 3;
public class RandomStrategy implements Strategy {
private static final int PAWN_TO_MOVE = 2;
private final Random random = new Random();
@Override
public EvaluationResult getNextMove(Game game) {
Collection<IPawn> outsideHomePawns = GameUtils.getMaxPawnsAsStream(game.getBoard(), game.getPlayer())
.filter(p -> p.getRow() != p.getPlayer().getHome() && p.getRow() != p.getPlayer().getHome() + p.getDirection())
Collection<IPawn> outsideHomePushers = GameUtils.getMaxPawnsAsStream(game.getBoard(), game.getPlayer())
.filter(IPawn::isPusher)
.filter(p -> p.getRow() != p.getPlayer().getHome())
.filter(p -> p.getRow() != p.getPlayer().getHome() + p.getDirection())
.collect(Collectors.toList());
if (outsideHomePawns.size() > PAWN_TO_MOVE) {
List<Action<IPawn>> validActions = Strategy.getValidActions(game.getBoard(), outsideHomePawns);
if (outsideHomePushers.size() >= PAWN_TO_MOVE) {
List<Action<IPawn>> validActions = Strategy.getValidActions(game.getBoard(), outsideHomePushers);
if (!validActions.isEmpty()) {
return getRandomMove(validActions);
}

View File

@ -12,6 +12,7 @@ public interface Strategy {
public static final int WEIGHT_MAX = 10;
EvaluationResult getNextMove(Game game);
int getWeight(Game game);
static List<Action<IPawn>> getValidActions(Game game) {
@ -25,9 +26,22 @@ public interface Strategy {
}
static List<Action<IPawn>> getValidActions(IPawn[][] board, Collection<IPawn> pawns) {
return getValidActions(board, pawns, true);
}
static List<Action<IPawn>> getValidActions(IPawn[][] board, Collection<IPawn> pawns, boolean excludeDefense) {
List<Action<IPawn>> validActions = new ArrayList<>();
for (IPawn pawn : pawns) {
if (excludeDefense && pawn.getRow() == pawn.getPlayer().getHome()) {
int col = pawn.getCol();
// Si possible, on ne bouge pas ces pushers, comme ça on a une défense d'urgence totale
if (col == 1 || col == 2 || col == 5 || col == 6) {
continue;
}
}
for (PawnMovement movement : PawnMovement.values()) {
if (pawn.isMoveValid(board, movement)) {
validActions.add(new Action<>(pawn, movement));
@ -35,6 +49,10 @@ public interface Strategy {
}
}
if (excludeDefense && validActions.isEmpty()) {
return getValidActions(board, pawns, false);
}
return validActions;
}
}

View File

@ -5,15 +5,16 @@ import laboratoire4.IPawn;
import laboratoire4.game.Game;
import laboratoire4.game.GameUtils;
import laboratoire4.pawns.PawnMovement;
import laboratoire4.pawns.PawnUtils;
import java.util.Collection;
import java.util.stream.Collectors;
public class WinningStrategy implements Strategy {
private Action<IPawn> winningAction;
@Override
public EvaluationResult getNextMove(Game game) {
Action<IPawn> winningAction = getWinningAction(game);
if (winningAction == null) {
return null;
}
@ -24,16 +25,20 @@ public class WinningStrategy implements Strategy {
@Override
public int getWeight(Game game) {
Action<IPawn> winningAction = getWinningAction(game);
winningAction = findImmediateWinningAction(game);
if (winningAction == null) {
// On cherche un chemin on peut gagner quoi qu'il arrive
winningAction = findWinningPath(game);
}
if (winningAction != null) {
return WEIGHT_MAX;
}
return 0;
}
return WEIGHT_MAX + 1;
}
private static Action<IPawn> getWinningAction(Game game) {
private static Action<IPawn> findImmediateWinningAction(Game game) {
Collection<IPawn> nearPawns = GameUtils.getMaxPawnsAsStream(game.getBoard(), game.getPlayer())
.filter(p -> p.getRow() + p.getDirection() == p.getPlayer().getGoal())
.collect(Collectors.toList());
@ -41,11 +46,60 @@ public class WinningStrategy implements Strategy {
for (IPawn pawn : nearPawns) {
for (PawnMovement movement : PawnMovement.values()) {
if (pawn.isMoveValid(game.getBoard(), movement)) {
return new Action(pawn, movement);
return new Action<>(pawn, movement);
}
}
}
return null;
}
private Action<IPawn> findWinningPath(Game game) {
for (IPawn pawn : GameUtils.getMaxPawns(game.getBoard(), game.getPlayer())) {
if (PawnUtils.distanceFromGoal(pawn) > 4) {
continue;
}
for (PawnMovement movement : PawnMovement.values()) {
int nextRow = pawn.getRow() + pawn.getDirection();
int nextCol = pawn.getCol() + movement.getMove();
if (pawn.isMoveValid(game.getBoard(), movement) &&
!PawnUtils.canBeCaptured(game, nextRow, nextCol, game.getPlayer()) &&
hasWinningPath(game, pawn, nextRow, nextCol)) {
return new Action<>(pawn, movement);
}
}
}
return null;
}
private boolean hasWinningPath(Game game, IPawn initialPawn, int row, int col) {
if (row == initialPawn.getPlayer().getGoal()) {
return true;
}
for (PawnMovement movement : PawnMovement.values()) {
int nextRow = row + initialPawn.getDirection();
int nextCol = col + movement.getMove();
if (!initialPawn.isMoveValid(game.getBoard(), movement, row, col)) {
continue;
}
IPawn nextPawn = game.getBoard()[nextRow][nextCol];
if (nextPawn == null && hasWinningPath(game, initialPawn, nextRow, nextCol)) {
return true;
}
if (nextPawn != null && !PawnUtils.areSamePlayers(initialPawn, nextPawn) &&
!PawnUtils.canBeCaptured(game, row, col, initialPawn.getPlayer()) &&
hasWinningPath(game, initialPawn, nextRow, nextCol)) {
return true;
}
}
return false;
}
}