Browse Source

Initial working

Vsevolod Levitan 4 months ago
commit
76c8b3095e
9 changed files with 991 additions and 0 deletions
  1. 484 0
      .gitignore
  2. 19 0
      Extensions.cs
  3. 150 0
      FourInARow/GameBoard.cs
  4. 3 0
      FourInARow/GameDimensions.cs
  5. 8 0
      FourInARow/Player.cs
  6. 10 0
      MinMaxAB.csproj
  7. 24 0
      MinMaxAB.sln
  8. 216 0
      MinMaxABFourInARowBoard.cs
  9. 77 0
      Program.cs

+ 484 - 0
.gitignore

@@ -0,0 +1,484 @@
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+# VS Code files for those working on multiple tools
+.vscode/*
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+ 19 - 0
Extensions.cs

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+namespace MinMaxAB;
+
+public static class Extensions
+{
+    public static T ChooseRandom<T>(this T[] source) => source[Random.Shared.Next(0, source.Length)];
+    public static T[,] Fill<T>(int cols, int rows, T value)
+    {
+        T[,] array = new T[cols, rows];
+        for (int i = 0; i < array.GetLength(0); i++)
+        {
+            for (int j = 0; j < array.GetLength(1); j++)
+            {
+                array[i, j] = value;
+            }
+        }
+
+        return array;
+    }
+}

+ 150 - 0
FourInARow/GameBoard.cs

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+using System.Text;
+using MinMaxAB;
+
+namespace FourInARow;
+
+public class GameBoard : ICloneable
+{
+    public Player[,] cells;
+    public readonly GameDimensions dimensions;
+
+    protected int lastPlayedRow;
+    protected int lastPlayedColumn;
+
+    public GameBoard(GameDimensions dim)
+    {
+        cells = Extensions.Fill(dim.Columns, dim.Rows, Player.None);
+        dimensions = dim;
+    }
+
+    private bool cacheInvalidated = false;
+    private Player winnerCache = Player.None;
+
+    public bool PlaceCoin(Player player, int column)
+    {
+        int row = 0;
+        while (row < dimensions.Rows && cells[column, row] == Player.None)
+        {
+            row++;
+        }
+
+        if (row == 0)
+            return false;
+        cells[column, row - 1] = player;
+        cacheInvalidated = true;
+        lastPlayedRow = row;
+        lastPlayedColumn = column;
+        return true;
+    }
+
+    public bool RemoveFromTop(int column)
+    {
+        int row = 0;
+        while (row < dimensions.Rows && cells[column, row] == Player.None)
+        {
+            row++;
+        }
+
+        if (row == dimensions.Rows)
+            return false;
+        cells[column, row] = Player.None;
+        cacheInvalidated = true;
+        return true;
+    }
+
+    public static Player Opposite(Player player) => player switch
+    {
+        Player.Player => Player.Computer,
+        Player.Computer => Player.Player,
+        _ => Player.None
+    };
+
+    public Player? GetWinner()
+    {
+        if (!cacheInvalidated) return winnerCache;
+
+        cacheInvalidated = false;
+
+        for (int i = 0; i < dimensions.Columns; i++)
+        {
+            for (int j = 0; j < dimensions.Rows; j++)
+            {
+                if (cells[i, j] == Player.None)
+                    continue;
+
+                bool h = i + 3 < dimensions.Columns;
+                bool v = j + 3 < dimensions.Rows;
+
+                if (!h && !v)
+                    continue;
+
+                bool d = h && v;
+                bool bd = v && i - 3 >= 0;
+
+                for (int k = 1; k < 4; k++)
+                {
+                    h = h && cells[i, j] == cells[i + k, j];
+                    v = v && cells[i, j] == cells[i, j + k];
+                    d = d && cells[i, j] == cells[i + k, j + k];
+                    bd = bd && cells[i, j] == cells[i - k, j + k];
+                    if (!h && !v && !d && !bd)
+                        break;
+                }
+
+                if (h || v || d || bd)
+                {
+                    winnerCache = cells[i, j];
+                    return cells[i, j];
+                }
+            }
+        }
+
+        winnerCache = Player.None;
+        return Player.None;
+    }
+
+    public bool HasEmptyColumns()
+    {
+        for (int x = 0; x < dimensions.Columns; x++)
+        {
+            if (cells[x, 0] == Player.None) return true;
+        }
+
+        return false;
+    }
+
+    protected char PlayerChar(Player player) => player switch
+    {
+        Player.Player => 'O',
+        Player.Computer => 'X',
+        _ => ' ',
+    };
+
+    public override string ToString()
+    {
+        string sep = $"\n{new('-', dimensions.Columns * 4)}";
+        var builder = new StringBuilder(sep);
+        builder.Append("\n| ");
+        for (int column = 0; column < dimensions.Columns; column++)
+        {
+            builder.Append(column + 1).Append(" | ");
+        }
+        builder.AppendLine(sep);
+        for (int row = 0; row < dimensions.Rows; row++)
+        {
+            builder.Append("| ");
+            for (int column = 0; column < dimensions.Columns; column++) builder.Append(PlayerChar(cells[column, row])).Append(" | ");
+            builder.AppendLine(sep);
+        }
+        return builder.ToString();
+    }
+
+    public object Clone()
+    {
+        var newBoard = new GameBoard(dimensions)
+        {
+            cells = (cells.Clone() as Player[,])!
+        };
+        return newBoard;
+    }
+}

+ 3 - 0
FourInARow/GameDimensions.cs

@@ -0,0 +1,3 @@
+namespace FourInARow;
+
+public record struct GameDimensions(int Columns, int Rows);

+ 8 - 0
FourInARow/Player.cs

@@ -0,0 +1,8 @@
+namespace FourInARow;
+
+public enum Player
+{
+    None,
+    Player,
+    Computer
+}

+ 10 - 0
MinMaxAB.csproj

@@ -0,0 +1,10 @@
+<Project Sdk="Microsoft.NET.Sdk">
+
+  <PropertyGroup>
+    <OutputType>Exe</OutputType>
+    <TargetFramework>net9.0</TargetFramework>
+    <ImplicitUsings>enable</ImplicitUsings>
+    <Nullable>enable</Nullable>
+  </PropertyGroup>
+
+</Project>

+ 24 - 0
MinMaxAB.sln

@@ -0,0 +1,24 @@
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 17
+VisualStudioVersion = 17.5.2.0
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MinMaxAB", "MinMaxAB.csproj", "{EEBDF2E0-8185-1A01-CD75-FC821B065954}"
+EndProject
+Global
+	GlobalSection(SolutionConfigurationPlatforms) = preSolution
+		Debug|Any CPU = Debug|Any CPU
+		Release|Any CPU = Release|Any CPU
+	EndGlobalSection
+	GlobalSection(ProjectConfigurationPlatforms) = postSolution
+		{EEBDF2E0-8185-1A01-CD75-FC821B065954}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{EEBDF2E0-8185-1A01-CD75-FC821B065954}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{EEBDF2E0-8185-1A01-CD75-FC821B065954}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{EEBDF2E0-8185-1A01-CD75-FC821B065954}.Release|Any CPU.Build.0 = Release|Any CPU
+	EndGlobalSection
+	GlobalSection(SolutionProperties) = preSolution
+		HideSolutionNode = FALSE
+	EndGlobalSection
+	GlobalSection(ExtensibilityGlobals) = postSolution
+		SolutionGuid = {1487D70B-71D5-4AB1-A87F-41903CBC596F}
+	EndGlobalSection
+EndGlobal

+ 216 - 0
MinMaxABFourInARowBoard.cs

@@ -0,0 +1,216 @@
+using FourInARow;
+
+namespace MinMaxAB;
+
+public class MinMaxABFourInARowBoard
+{
+    protected int EvaluateScoreDiff((int player, int computer) scores)
+    {
+        //Console.WriteLine($"V: {scores.computer} {scores.player}");
+
+        if (scores.player == 0 && scores.computer == 0) return 0;
+
+        if (scores.computer > 0)
+        {
+            return scores.computer switch
+            {
+                1 => 1,
+                2 => 10,
+                3 => 100,
+                _ => 0
+            };
+        }
+
+        if (scores.player > 0)
+        {
+            return scores.player switch
+            {
+                1 => -1,
+                2 => -10,
+                3 => -100,
+                _ => 0
+            }; ;
+        }
+
+        return 0;
+    }
+
+    // public int CountSequences(GameBoard board, Player player)
+    // {
+    //     int score = 0;
+    //     int hscore = 0;
+    //     int vscore = 0;
+    //     int dscore = 0;
+    //     int rscore = 0;
+
+    //     for (int col = 0; col < board.dimensions.Columns; col++)
+    //     {
+    //         for (int row = 0; row < board.dimensions.Rows; row++)
+    //         {
+    //             if (row < board.dimensions.Columns - 4)
+    //             {
+    //                 int computer = 0;
+    //                 int p = 0;
+    //                 int c2 = 0;
+    //                 int p2 = 0;
+
+    //                 for (int k = 0; k < 4; k++)
+    //                 {
+    //                     if (board.cells[col, row + k] == player) computer++;
+    //                     else if (board.cells[col, row + k] != Player.None) p++;
+
+    //                     if (col < board.dimensions.Rows - 4)
+    //                     {
+    //                         if (board.cells[col + k, row + k] == player) c2++;
+    //                         else if (board.cells[col + k, row + k] != Player.None) p2++;
+    //                     }
+    //                 }
+
+    //                 hscore += EvaluateScoreDiff((p, computer));
+    //                 dscore += EvaluateScoreDiff((p2, c2));
+    //             }
+
+    //             if (col < board.dimensions.Rows - 4)
+    //             {
+    //                 int computer = 0;
+    //                 int p = 0;
+
+    //                 for (int k = 0; k < 4; k++)
+    //                 {
+    //                     if (board.cells[col + k, row] == player) computer++;
+    //                     else if (board.cells[col + k, row] != Player.None) p++;
+    //                 }
+
+    //                 vscore += EvaluateScoreDiff((p, computer));
+    //             }
+
+    //             if (col >= 3 && row < board.dimensions.Columns - 4)
+    //             {
+    //                 int computer = 0;
+    //                 int p = 0;
+
+    //                 for (int k = 0; k < 4; k++)
+    //                 {
+    //                     if (board.cells[col - k, row + k] == player) computer++;
+    //                     else if (board.cells[col - k, row + k] != Player.None) p++;
+    //                 }
+
+    //                 rscore += EvaluateScoreDiff((p, computer));
+    //             }
+    //         }
+    //     }
+    //     return score;
+    // }
+
+    public int CountSequences(GameBoard board, Player player)
+    {
+        int score = 0;
+
+        // Direction vectors for all 4 directions:
+        // Horizontal, Vertical, Diagonal, Reverse Diagonal
+        int[,] directions = new int[,] {
+        { 0, 1 },  // Horizontal: right
+        { 1, 0 },  // Vertical: down
+        { 1, 1 },  // Diagonal: down-right
+        { -1, 1 }  // Reverse Diagonal: up-right
+    };
+
+        for (int row = 0; row < board.dimensions.Rows; row++)
+        {
+            for (int col = 0; col < board.dimensions.Columns; col++)
+            {
+                // Check all 4 directions from current position
+                for (int dir = 0; dir < 4; dir++)
+                {
+                    int rowDir = directions[dir, 0];
+                    int colDir = directions[dir, 1];
+
+                    // Check if we can fit a sequence of 4 in this direction
+                    int endRow = row + (3 * rowDir);
+                    int endCol = col + (3 * colDir);
+
+                    if (endRow >= 0 && endRow < board.dimensions.Rows &&
+                        endCol >= 0 && endCol < board.dimensions.Columns)
+                    {
+                        int aiCount = 0;
+                        int humanCount = 0;
+
+                        // Check the sequence of 4 cells in current direction
+                        for (int k = 0; k < 4; k++)
+                        {
+                            int currentRow = row + (k * rowDir);
+                            int currentCol = col + (k * colDir);
+
+                            if (board.cells[currentCol, currentRow] == player)
+                                aiCount++;
+                            else if (board.cells[currentCol, currentRow] != Player.None)
+                                humanCount++;
+                        }
+
+                        // Score the sequence
+                        score += EvaluateScoreDiff((humanCount, aiCount));
+                    }
+                }
+            }
+        }
+
+        return score;
+    }
+
+    private int EvaluateMinMax(GameBoard board, Player player, int depth, bool maxPlayer = false, int alpha = int.MinValue, int beta = int.MaxValue)
+    {
+        var currentWinner = board.GetWinner();
+
+        if (currentWinner == player) return (depth + 1) * 100_000;
+        if (currentWinner! == GameBoard.Opposite(player)) return -(depth + 1) * 100_000;
+        if (!board.HasEmptyColumns()) return 0;
+
+        //if (depth == 0) return CountSequences(board, player);
+        if (depth == 0)
+        {
+            return CountSequences(board, player); ;
+        }
+
+        int best = maxPlayer ? int.MinValue : int.MaxValue;
+
+        for (int i = 0; i < board.dimensions.Columns; i++)
+        {
+            if (!board.PlaceCoin(maxPlayer ? player : GameBoard.Opposite(player), i)) continue;
+
+            int x = EvaluateMinMax(board, player, depth - 1, !maxPlayer, alpha, beta);
+            best = maxPlayer ? Math.Max(best, x) : Math.Min(best, x);
+            board.RemoveFromTop(i);
+
+            if (maxPlayer) alpha = Math.Max(alpha, best);
+            else beta = Math.Min(beta, best);
+
+            if (beta <= alpha) i++;
+        }
+
+        return best;
+    }
+
+    public int GetBestMove(GameBoard board, Player player, int depth)
+    {
+        List<(int Column, int Score)> moves = [];
+        // Parallel.For(0, board.dimensions.Columns, new ParallelOptions() { MaxDegreeOfParallelism = 1 }, i =>
+        Parallel.For(0, board.dimensions.Columns, i =>
+        {
+            var newBoard = (board.Clone() as GameBoard)!;
+            if (!newBoard.PlaceCoin(player, i)) return;
+            moves.Add((i, EvaluateMinMax(newBoard, player, depth)));
+        });
+        // for (int i = 0; i < board.dimensions.Columns; i++)
+        // {
+        //     Console.Write($"\rAI Thinking {(float)i / board.dimensions.Columns:p0}...");
+        //     if (!PlaceCoin(player, i)) continue;
+        //     moves.Add((i, EvaluateMinMax(player, depth, maxPlayer, alpha, beta)));
+        //     RemoveFromTop(i);
+        // }
+
+        int maxScore = moves.Max(move => move.Score);
+        var bestMoves = moves.Where(move => move.Score == maxScore).OrderBy(move => Math.Abs(move.Column - board.dimensions.Columns / 2)).ToArray();
+        // Console.WriteLine(string.Join(" | ", moves.OrderBy(m => m.Column).Select(m => $"{m.Column}:{m.Score}")));
+        return bestMoves.ChooseRandom().Column;
+    }
+}

+ 77 - 0
Program.cs

@@ -0,0 +1,77 @@
+using System.Diagnostics;
+using FourInARow;
+using MinMaxAB;
+
+internal class Program
+{
+    const int depth = 9;
+    const bool maxPlayer = false;
+    const int alpha = int.MinValue;
+    const int beta = int.MaxValue;
+
+    private static void Main()
+    {
+
+        var board = new GameBoard(new(7, 6));
+        var minmax = new MinMaxABFourInARowBoard();
+        while (true)
+        {
+            AiMove(board, minmax);
+
+            HumanMove(board, minmax);
+            Console.Clear();
+        }
+    }
+
+    private static void AiMove(GameBoard board, MinMaxABFourInARowBoard minmax)
+    {
+        //Console.WriteLine(board);
+        Console.WriteLine("Thinking...");
+
+        var sw = new Stopwatch();
+        sw.Start();
+        var move = minmax.GetBestMove(board, Player.Computer, depth);
+        sw.Stop();
+        Console.WriteLine($"Decision made in {sw.Elapsed}");
+
+        //Console.Clear();
+
+        board.PlaceCoin(Player.Computer, move);
+
+        Console.WriteLine($"AI Moves {move + 1}");
+
+        //Console.WriteLine(board);
+
+        if (board.GetWinner() == Player.Computer)
+        {
+            Console.WriteLine("AI Wins");
+            Environment.Exit(0);
+        }
+
+        if (!board.HasEmptyColumns())
+        {
+            Console.WriteLine("TIE");
+            Environment.Exit(0);
+        }
+    }
+
+    private static void HumanMove(GameBoard board, MinMaxABFourInARowBoard minmax)
+    {
+        Console.WriteLine(board);
+
+        Console.Write("Your move: ");
+        board.PlaceCoin(Player.Player, int.Parse(Console.ReadLine()!) - 1);
+
+        if (board.GetWinner() == Player.Player)
+        {
+            Console.WriteLine("Human Wins");
+            Environment.Exit(0);
+        }
+
+        if (!board.HasEmptyColumns())
+        {
+            Console.WriteLine("TIE");
+            Environment.Exit(0);
+        }
+    }
+}