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use derive_more::Constructor;
use crate::board::{Board, Coord, Player};
use crate::bot_game::Bot;
#[derive(Constructor)]
pub struct MiniMaxBot {
depth: u32
}
impl Bot for MiniMaxBot {
fn play(&mut self, board: &Board) -> Option<Coord> {
evaluate_minimax(board, self.depth).best_move
}
}
pub struct Evaluation {
pub best_move: Option<Coord>,
pub value: i64,
}
fn evaluate_minimax(board: &Board, depth: u32) -> Evaluation {
negamax(board, value(board), depth,
-BOUND_VALUE, BOUND_VALUE,
player_sign(board.next_player),
)
}
fn negamax(board: &Board, c_value: i64, depth: u32, a: i64, b: i64, player: i64) -> Evaluation {
if depth == 0 || board.is_done() {
return Evaluation {
best_move: board.last_move,
value: player * c_value,
};
}
let mut best_value = -BOUND_VALUE;
let mut best_move: Option<Coord> = None;
let mut new_a = a;
for mv in board.available_moves() {
let mut child = board.clone();
let mut child_value = c_value + TILE_VALUE * factor(mv.om()) * factor(mv.os()) * player;
if child.play(mv) {
if child.is_done() {
child_value = (WIN_VALUE + depth as i64) * player;
} else {
child_value += MACRO_VALUE * factor(mv.om()) * player;
}
}
let value = -negamax(&child, child_value, depth - 1, -b, -new_a, -player).value;
if value > best_value || best_move.is_none() {
best_value = value;
best_move = Some(mv);
}
new_a = new_a.max(value);
if new_a >= b {
break;
}
}
Evaluation {
best_move,
value: best_value,
}
}
pub fn value(board: &Board) -> i64 {
match board.won_by {
Some(player) => WIN_VALUE * player_sign(player),
_ => {
let tiles: i64 = (0..81).map(|c| factor(c % 9) * factor(c / 9) * player_sign(board.tile(Coord::from_o(c)))).sum();
let macros: i64 = (0..9).map(|c| factor(c) * player_sign(board.macr(c))).sum();
TILE_VALUE * tiles + MACRO_VALUE * macros
}
}
}
fn player_sign(player: Player) -> i64 {
match player {
Player::X => 1,
Player::O => -1,
Player::Neutral => 0,
}
}
fn factor(os: u8) -> i64 {
match os {
4 => CENTER_FACTOR,
_ if os % 2 == 0 => CORNER_FACTOR,
_ => EDGE_FACTOR,
}
}
const TILE_VALUE: i64 = 1;
const MACRO_VALUE: i64 = 1_000;
const WIN_VALUE: i64 = 1_000_000;
const BOUND_VALUE: i64 = 1_000_000_000;
const CENTER_FACTOR: i64 = 4;
const CORNER_FACTOR: i64 = 3;
const EDGE_FACTOR: i64 = 1;