Labyrinth/src/host/labyrinth/MinMaxPlayer.java
2020-12-19 02:01:48 +02:00

389 lines
15 KiB
Java

/**
* @file MinMaxPlayer.java
*
* @author
* Anastasia Foti AEM:8959
* <anastaskf@ece.auth.gr>
*
* @author
* Christos Choutouridis AEM:8997
* <cchoutou@ece.auth.gr>
*/
package host.labyrinth;
/**
* @brief
* This class represents the game's minimax player.
*/
class MinMaxPlayer extends Player {
/** @name Constructors */
/** @{ */
/**
* Create a new player and put him at the row-column coordinates
* @param name The name of the player
* @param champion Flag to indicate if a player is a `champion`
* @param board Reference to the board of the game
* @param row The row coordinate of initial player position
* @param column The column coordinate of initial player's position
*/
public MinMaxPlayer(String name, boolean champion, Board board, int row, int column) throws Exception {
super(name, champion, board, row, column);
}
/**
* Create a new player and put him at the row-column coordinates
* @param name The name of the player
* @param champion Flag to indicate if a player is a `champion`
* @param board Reference to the board of the game
* @param tileId The tileId coordinate of player's initial position
*/
public MinMaxPlayer(String name, boolean champion, Board board, int tileId) throws Exception {
super(name, champion, board, tileId);
}
/** @} */
/** @name Board's main application interface */
/** @{ */
/**
* Utility to get the distance of a possible supply in some direction
* @param currentPos The current position of the player
* @param direction The direction to check
* @param board Reference to the Board object to use
*
* @return The distance or Const.noView
*/
int supplyInDirection(int currentPos, int direction, Board board) {
Position pos = new Position(Position.toRow(currentPos), Position.toCol(currentPos));
for (int i=0 ; i<=Const.viewDistance ; ++i) {
if (board.hasSupply(pos.getId()))
return i;
if (board.isWalkable(pos.getId(), direction))
pos = new Position(pos.getRow(), pos.getCol(), direction);
else
break;
}
return Const.noView;
}
/**
* Utility to get the distance of a possible opponent in some direction
* @param currentPos The current position of the player
* @param direction The direction to check
* @param board Reference to the Board object to use
*
* @return The distance or Const.noView
*/
int opponetInDirection(int currentPos, int direction, Board board) {
Position pos = new Position(Position.toRow(currentPos), Position.toCol(currentPos));
int[] opp = board.getOpponentMove(playerId);
for (int i=0 ; i<=Const.viewDistance ; ++i) {
if (opp[MOVE_TILE_ID] == pos.getId())
return i;
if (board.isWalkable(pos.getId(), direction))
pos = new Position(pos.getRow(), pos.getCol(), direction);
else
break;
}
return Const.noView;
}
/**
* This is the main move evaluation function.
*
* @param currentPos The current position of the player (before the move to evaluate)
* @param direction The direction (a.k.a. the move) to evaluate
* @param board Reference to the Board object to use
* @return A signed real number. The higher the output, the higher the evaluation.
*/
double evaluate (int currentPos, int direction, Board board) {
Position next = new Position (Position.toRow(currentPos), Position.toCol(currentPos), direction);
int preOpDist = opponetInDirection (currentPos, direction, board);
int preSupDist = supplyInDirection(currentPos, direction, board);
int postOpDist = opponetInDirection (next.getId(), direction, board);
int postSupDist = supplyInDirection(next.getId(), direction, board);
return ((preSupDist != Const.noView) ? Const.preMoveFactor *(1.0/(preSupDist+1) * Const.supplyFactor) : 0)
- ((preOpDist != Const.noView) ? Const.preMoveFactor *(1.0/(preOpDist+1) * Const.opponentFactor) : 0)
+ ((postSupDist != Const.noView)? Const.postMoveFactor*(1.0/(preSupDist+1) * Const.supplyFactor) : 0)
- ((postOpDist != Const.noView) ? Const.postMoveFactor*(1.0/(preOpDist+1) * Const.opponentFactor) : 0);
}
/**
* Executes the minimax algorithm and return a reference to selected move
* @param node The root node to start
* @return Reference to the selected move
*/
Node chooseMinMaxMove(Node node) {
node.setNodeEvaluation(maxValue(node));
return node.getPath();
}
/**
* Selects the best possible move to return
* @param currentPos Player's current position to the board
* @return The move array
*
* @note
* This function always return a new move.
*/
int[] getNextMove(int currentPos) {
Node root = new Node (board);
int [] opp = board.getOpponentMove(playerId);
createMySubtree(currentPos, opp[MOVE_TILE_ID], root, root.getNodeDepth()+1);
return chooseMinMaxMove(root).getNodeMove();
}
/**
* MinMaxPlayer's move.
*
* A player of this kind cheats. He does not throw a dice to get a direction. In contrary he
* calculates his next move very carefully.
* If the player is a champion then he also picks up a possible supply from the tile.
*
* @param id The id of the starting tile.
* @return An array containing player's final position and possible supply of that position.
* The array format is:
* <ul>
* <li> int[0]: The tileId of the final player's position.
* <li> int[1]: The row of the final player's position.
* <li> int[2]: The column of the final player's position.
* <li> int[3]: The dice/direction of the move.
* </ul>
*/
@Override
int[] move(int id) {
// Initialize return array with the current data
int[] ret = getNextMove(id);
y = Position.toRow(ret[MOVE_TILE_ID]);
x = Position.toCol(ret[MOVE_TILE_ID]);
int supplyFlag =0, moveFlag =1;
// In case of a champion player, try also to pick a supply
if (champion && (board.tryPickSupply(ret[MOVE_TILE_ID]) != Const.noSupply)) {
++score; // keep score
++supplyFlag;
}
++dirCounter[ret[MOVE_DICE]]; // update direction counters
board.updateMove(ret, playerId);
// Update supply and opponent distance
int smin =Const.noView, omin =Const.noView;
for (int d = DirRange.Begin ; d<DirRange.End ; d += DirRange.Step) {
int s = supplyInDirection (ret[MOVE_TILE_ID], d, board);
int o = opponetInDirection(ret[MOVE_TILE_ID], d, board);
if (s < smin) smin = s;
if (o < omin) omin = o;
}
// update path
Integer[] p = {
ret[MOVE_TILE_ID], ret[MOVE_DICE], moveFlag, supplyFlag,
dirCounter[Direction.UP], dirCounter[Direction.RIGHT], dirCounter[Direction.DOWN], dirCounter[Direction.LEFT],
smin, omin
};
path.add(p);
return ret;
}
/**
* Prints round information for the player
*/
void statistics() {
if (!path.isEmpty()) {
Integer[] last = path.get(path.size()-1);
String who = String.format("%12s", name);
System.out.print(who + ": score[" + score + "]" + ", dice =" + last[1] + ", tileId =" + last[0] + " (" + Position.toRow(last[0]) + ", " + Position.toCol(last[0]) + ")");
if (last[2] == 0)
System.out.println(" *Can not move.");
else if (last[3] != 0)
System.out.println(" *Found a supply.");
else
System.out.println("");
// extra prints for minimax player
if (last[8] != Const.noView) System.out.println(" supply =" + last[8]);
else System.out.println(" supply = blind");
if (last[9] != Const.noView) System.out.println(" opponent =" + last[9]);
else System.out.println(" opponent = blind");
}
}
/**
* Prints final statistics for the player
*/
void final_statistics () {
String who = String.format("%12s", name);
System.out.println();
System.out.println(who + ": score[" + score + "]");
System.out.println(" Moves up: " + dirCounter[Direction.UP]);
System.out.println(" Moves right: " + dirCounter[Direction.RIGHT]);
System.out.println(" Moves down: " + dirCounter[Direction.DOWN]);
System.out.println(" Moves left: " + dirCounter[Direction.LEFT]);
}
/** @} */
/** @name Minimax algorithm related part */
/** @{ */
/**
* Get the previous direction of the player
* @param parent Reference to previous nNode
* @return The previous direction if exist, else return Direction.NONE
*/
private int prevDirection(Node parent) {
if (parent != null && parent.getParent() != null)
return parent.getParent().getNodeMove()[MOVE_DICE];
return Direction.NONE;
}
/**
* A simulated move in a copy of the bard.
*
* @param board The board on witch we simulate the move
* @param currentPos The current position of the player to the @c board
* @param dir The direction of the move
* @param champion Flag to indicate if the player is champion or not
* @return The move array
*/
private int[] dryMove (Board board, int currentPos, int dir, boolean champion) {
int[] ret = new int[MOVE_DATA_SIZE];
Position p = new Position(Position.toRow(currentPos), Position.toCol(currentPos), dir);
ret[MOVE_TILE_ID] = p.getId();
ret[MOVE_ROW] = p.getRow();
ret[MOVE_COLUMN] = p.getCol();
ret[MOVE_DICE] = dir;
board.updateMove(ret, (champion) ? playerId : board.getOpponentId(playerId));
return ret;
}
/**
* One of the 2 recursive functions for creating the minimax tree. This one
* creates children for the MinMax player.
*
* @param parent The parent Node
* @param depth The current depth for the children
* @param currentPos The tile of MinMax player
* @param oppCurrentPos The tile of the opponent
*
* @note
* Even though unnecessary we calculate the evaluation for every node and not only for the leafs.
* This follows the exercise instructions. We could also rely on lazy evaluation of "evaluation()"
* and use AB pruning but the depth of the tree is not worth the try.
*/
private void createMySubtree (int currentPos, int oppCurrentPos, Node parent, int depth) {
ShuffledRange dirs = new ShuffledRange(DirRange.Begin, DirRange.End, DirRange.Step);
int [] nodeMove;
for (int dir = dirs.get() ; dir != Const.EOR ; dir = dirs.get()) {
if ((dir != Direction.opposite(prevDirection(parent)))
&& parent.getNodeBoard().isWalkable(currentPos, dir)) {
Board nodeBoard = new Board (parent.getNodeBoard()); // clone board
double eval = evaluate (currentPos, dir, nodeBoard); // evaluate the move
nodeMove = dryMove (nodeBoard, currentPos, dir, true); // simulate the move
// make child Node
Node child = new Node (parent, depth, nodeMove, nodeBoard, eval);
parent.addChild(child); // add child to tree
createOppSubtree (nodeMove[MOVE_TILE_ID], oppCurrentPos, child, depth+1);
}
}
}
/**
* One of the 2 recursive functions for creating the minimax tree. This one
* creates children for the opponent player.
*
* @param parent The parent Node
* @param depth The current depth for the children
* @param currentPos The tile of MinMax player
* @param oppCurrentPos The tile of the opponent
*
* @note
* Even though unnecessary we calculate the evaluation for every node and not only for the leafs.
* This follows the exercise instructions. We could also rely on lazy evaluation of "evaluation()"
* and use AB pruning but the depth of the tree is not worth the try.
*/
private void createOppSubtree (int currentPos, int oppCurrentPos, Node parent, int depth) {
ShuffledRange dirs = new ShuffledRange(DirRange.Begin, DirRange.End, DirRange.Step);
int [] nodeMove;
for (int dir = dirs.get() ; dir != Const.EOR ; dir = dirs.get()) {
if ((dir != Direction.opposite(prevDirection(parent)))
&& parent.getNodeBoard().isWalkable(oppCurrentPos, dir)) {
Board nodeBoard = new Board(parent.getNodeBoard()); // clone board
nodeMove = dryMove (nodeBoard, oppCurrentPos, dir, false); // simulate move
Position init = new Position( // evaluate from "My" perspective the move
parent.getNodeMove()[MOVE_ROW],
parent.getNodeMove()[MOVE_COLUMN],
Direction.opposite(parent.getNodeMove()[MOVE_DICE])
);
double eval = evaluate(init.getId(), parent.getNodeMove()[MOVE_DICE], nodeBoard);
// make child Node
Node child = new Node (parent, depth, nodeMove, nodeBoard, eval);
parent.addChild(child); // add child to tree
if (depth < Const.minimaxTreeDepth) {
createMySubtree (currentPos, nodeMove[MOVE_TILE_ID], child, depth+1);
}
}
}
}
/**
* The Minimax recursive function for the maximizing part.
*
* @param node The current Node
* @return The selected Node
*/
private double maxValue (Node node) {
if (node.getChildren() == null) {
//node.setPath(node);
return node.getNodeEvaluation();
}
else {
double M = Double.NEGATIVE_INFINITY;
for (Node n : node.getChildren()) {
n.setNodeEvaluation(minValue(n)); // evaluation propagation
if (M < n.getNodeEvaluation()) {
M = n.getNodeEvaluation();
node.setPath(n); // path propagation
}
}
return M;
}
}
/**
* The Minimax recursive function for the minimizing part.
*
* @param node The current Node
* @return The selected Node
*/
private double minValue (Node node) {
if (node.getChildren() == null) {
//node.setPath(node);
return node.getNodeEvaluation();
}
else {
double m = Double.POSITIVE_INFINITY;
for (Node n : node.getChildren()) {
n.setNodeEvaluation(maxValue(n)); // evaluation propagation
if (m > n.getNodeEvaluation()) {
m = n.getNodeEvaluation();
node.setPath(n); // path propagation
}
}
return m;
}
}
/** @} */
}