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Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

Kunstig Intelligens til Brætspillet Taiji - Danmarks Tekniske Universitet

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184 Bilag A<br />

7 p u b l i c AI<strong>Taiji</strong>Minimax minimax ;<br />

8 p u b l i c FigureMap fMap ;<br />

9 p u b l i c Board tBoard ;<br />

10 p u b l i c <strong>Taiji</strong>Hash tHash ;<br />

11 p u b l i c T a i j i P r i n t t P r i n t ;<br />

12 p u b l i c AI<strong>Taiji</strong>AlphaBeta alphaBeta ;<br />

13 p u b l i c AI<strong>Taiji</strong>PureAlphaBeta pureAlphaBeta ;<br />

14 p u b l i c AI<strong>Taiji</strong>Minimax2 minimax2 ;<br />

15 p u b l i c AI<strong>Taiji</strong>Growth growth ;<br />

16 p u b l i c AI<strong>Taiji</strong>LocalAreaAB localAreaAB ;<br />

17<br />

18<br />

19 // V a r i a b l e r<br />

20 p u b l i c i n t noRows , noCols ; // a n t a l l e t a f r a e k k e r og kolonner<br />

21 p u b l i c i n t maxTurns = 1 0 0 0 ; // max a n t a l t u r e programmet kan<br />

haandtere<br />

22 p u b l i c i n t maxScore ; // Score h v i s e t h e l t b r a e t var daekket a f<br />

en f a r v e .<br />

23 p u b l i c i n t maxS ; // den maximale s c o r e f o r en s p i l l e r .<br />

24 // ( h v i s a l l e b r i k k e r a f en f a r v e e r med i<br />

enten den s t o e r s t e e l l e r n a e s t s t o e r s t e<br />

f i g u r )<br />

25<br />

26 f i n a l p r i v a t e i n t white = 1 , black = 0 , n e u t r a l = 2 ; //<br />

Konstanter f o r de f o r s k e l l i g e b r i k k e r paa b r a e t t e t .<br />

27<br />

28 // o e j e b l i k s −i n f o r m a t i o n f o r s p i l l e t .<br />

29 p r i v a t e i n t c u r r e n t P l a y e r = 1 ;<br />

30 p u b l i c i n t currentTurn = 1 , noTurns = 1 , showTurn = 0 , s t a r t e r<br />

= 1 ;<br />

31 p r i v a t e i n t whScore =0, b l S c o r e =0;<br />

32 p r i v a t e i n t whitePlayer = 0 , b l a c k P l a y e r = 2 ; // 0 human , 1<br />

minimax , 2 ab , 3 pure ab , 4 growth , 5 minimax2 , 6<br />

localAreaAB<br />

33<br />

34 p r i v a t e i n t preCol , preRow ; // husker f o r r i g e k l i k , som sammen<br />

med det nye k l i k b l i v e r t i l p l a c e r i n g e n a f en b r i k .<br />

35 p r i v a t e boolean c l i c k = f a l s e ;<br />

36 p r i v a t e boolean gameOver = f a l s e ;<br />

37<br />

38<br />

39 // Konstruktor . Laver b r a e t t e t . Modtager a n t a l l e t a f s o e j l e r og<br />

r a e k k e r som argumenter .<br />

40 p u b l i c <strong>Taiji</strong>Model ( i n t col , i n t row )<br />

41 {<br />

42 noCols = c o l ;<br />

43 minimax = new AI<strong>Taiji</strong>Minimax ( t h i s ) ;<br />

44 alphaBeta = new AI<strong>Taiji</strong>AlphaBeta ( t h i s ) ;<br />

45 pureAlphaBeta = new AI<strong>Taiji</strong>PureAlphaBeta ( t h i s ) ;<br />

46 minimax2 = new AI<strong>Taiji</strong>Minimax2 ( t h i s ) ;<br />

47 growth = new AI<strong>Taiji</strong>Growth ( t h i s ) ;<br />

48 localAreaAB = new AI<strong>Taiji</strong>LocalAreaAB ( t h i s ) ;<br />

49 fMap = new FigureMap ( t h i s ) ;<br />

50 tBoard = new Board ( t h i s ) ;<br />

51 tHash = new <strong>Taiji</strong>Hash ( t h i s ) ;

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