diff --git a/Assets/Script/AI/AIEvaluator.cs b/Assets/Script/AI/AIEvaluator.cs index 255666e..d6e42c2 100644 --- a/Assets/Script/AI/AIEvaluator.cs +++ b/Assets/Script/AI/AIEvaluator.cs @@ -11,9 +11,9 @@ public static class AIEvaluator // AI 패턴 점수 public const float FIVE_IN_A_ROW = 100000f; public const float OPEN_FOUR = 15000f; - public const float HALF_OPEN_FOUR = 5000f; + public const float HALF_OPEN_FOUR = 6000f; public const float CLOSED_FOUR = 500f; - public const float OPEN_THREE = 3000f; + public const float OPEN_THREE = 3500f; public const float HALF_OPEN_THREE = 500f; public const float CLOSED_THREE = 50f; public const float OPEN_TWO = 100f; @@ -23,13 +23,13 @@ public static class AIEvaluator public const float CLOSED_ONE = 1f; // 복합 패턴 점수 - public const float DOUBLE_THREE = 8000f; + public const float DOUBLE_THREE = 9000f; public const float DOUBLE_FOUR = 12000f; - public const float FOUR_THREE = 10000f; + public const float FOUR_THREE = 11000f; // 위치 가중치 기본값 - public const float CENTER_WEIGHT = 1.2f; - public const float EDGE_WEIGHT = 0.8f; + public const float CENTER_WEIGHT = 1.3f; + public const float EDGE_WEIGHT = 0.85f; } private static readonly int[][] Directions = AIConstants.Directions; @@ -51,7 +51,7 @@ public static class AIEvaluator ai4Positions, player4Positions); // 2. 복합 패턴 평가 - score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions, aiPlayer); + score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions); return score; } @@ -153,8 +153,7 @@ public static class AIEvaluator List<(int row, int col, int[] dir)> aiOpen3Positions, List<(int row, int col, int[] dir)> playerOpen3Positions, List<(int row, int col, int[] dir)> ai4Positions, - List<(int row, int col, int[] dir)> player4Positions, - Enums.PlayerType aiPlayer) + List<(int row, int col, int[] dir)> player4Positions) { float score = 0; @@ -494,12 +493,12 @@ public static class AIEvaluator if (count >= 4) { - normalScore = PatternScore.FIVE_IN_A_ROW / 8.5f; + normalScore = PatternScore.FIVE_IN_A_ROW / 7.5f; } else if (count == 3) { // 일관된 분모 사용 (방어 가중치는 유지) - normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.3f : + normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.25f : (openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 3.2f : PatternScore.CLOSED_THREE / 4.2f; } @@ -562,7 +561,7 @@ public static class AIEvaluator if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir)) { float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치 - score += isAI ? threeThreeScore * 1.1f : threeThreeScore * 1.3f; + score += isAI ? threeThreeScore * 1.2f : threeThreeScore * 1.3f; break; } } @@ -579,7 +578,7 @@ public static class AIEvaluator if (!AreParallelDirections(fours[i].dir, fours[j].dir)) { float fourFourScore = PatternScore.DOUBLE_FOUR / 4; - score += isAI ? fourFourScore * 1.2f : fourFourScore * 1.5f; + score += isAI ? fourFourScore * 1.3f : fourFourScore * 1.7f; break; } } @@ -590,7 +589,7 @@ public static class AIEvaluator if (fours.Count > 0 && openThrees.Count > 0) { float fourThreeScore = PatternScore.FOUR_THREE / 4; - score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.4f; + score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.6f; } return score; diff --git a/Assets/Script/AI/MiniMaxAIController.cs b/Assets/Script/AI/MiniMaxAIController.cs index 062f181..5952707 100644 --- a/Assets/Script/AI/MiniMaxAIController.cs +++ b/Assets/Script/AI/MiniMaxAIController.cs @@ -360,7 +360,7 @@ public static class MiniMaxAIController var (count, _) = CountStones(board, row, col, dir, player, isSavedCache); // 자기 자신 포함하여 5개 이상일 시 true 반환 - if (count + 1 == WIN_COUNT) + if (count + 1 >= WIN_COUNT) return true; } diff --git a/Assets/Script/Game/GameLogic.cs b/Assets/Script/Game/GameLogic.cs index a839ecf..a795fef 100644 --- a/Assets/Script/Game/GameLogic.cs +++ b/Assets/Script/Game/GameLogic.cs @@ -138,6 +138,7 @@ public partial class GameLogic : IDisposable break; case Constants.MultiplayManagerState.ReceiveDrawRequest: Debug.Log("상대방의 무승부 요청 들어옴"); + TimerPause(); ExecuteOnMainThread(() => { GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승낙하시겠습니까?", () => @@ -153,6 +154,7 @@ public partial class GameLogic : IDisposable break; case Constants.MultiplayManagerState.DrawRequestSent: Debug.Log("무승부 요청 전송 완료"); + TimerPause(); break; case Constants.MultiplayManagerState.DrawAccepted: Debug.Log("무승부 요청이 승낙이 들어옴"); @@ -167,6 +169,7 @@ public partial class GameLogic : IDisposable break; case Constants.MultiplayManagerState.DrawRejected: Debug.Log("무승부 요청이 거부가 들어옴"); + TimerUnpause(); ExecuteOnMainThread(() => { GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청을 거부하였습니다.", () => { }); @@ -174,7 +177,7 @@ public partial class GameLogic : IDisposable break; case Constants.MultiplayManagerState.DrawRejectionConfirmed: Debug.Log("무승부 요청 거부 완료"); - + TimerUnpause(); break; case Constants.MultiplayManagerState.ReceiveTimeout: Debug.Log("상대방이 타임 아웃 됨"); @@ -530,6 +533,12 @@ public partial class GameLogic : IDisposable return AI_NAMIES[index]; } + // 타이머 일시정지 + private void TimerPause() => FioTimer.PauseTimer(); + + // 타이머 일시정지 해제 + private void TimerUnpause() => FioTimer.StartTimer(); + #endregion public void Dispose() diff --git a/Assets/Script/Game/GameUtility/GameWinCheck.cs b/Assets/Script/Game/GameUtility/GameWinCheck.cs index 2487c7a..a4f8531 100644 --- a/Assets/Script/Game/GameUtility/GameWinCheck.cs +++ b/Assets/Script/Game/GameUtility/GameWinCheck.cs @@ -7,7 +7,7 @@ } // 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수 - private (int count, int openEnds) CountStones( + public static (int count, int openEnds) CountStones( Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player) { int size = board.GetLength(0); diff --git a/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs b/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs index 7e74980..d523480 100644 --- a/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs +++ b/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs @@ -73,16 +73,21 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase // 금수 위치에서 5목이 가능할 경우 해당 위치는 금수 표기 X private List CheckHasFiveStones(Enums.PlayerType[,] board, List forbiddenMoves) { + int[][] directions = AIConstants.Directions; + // 리스트를 수정하는 동안 오류를 방지하기 위해 뒤에서부터 반복 for (int i = forbiddenMoves.Count - 1; i >= 0; i--) { int row = forbiddenMoves[i].x; int col = forbiddenMoves[i].y; - // 해당 위치에서 승리(5목)이 가능하면 금수 표기 X - if (OmokAI.Instance.CheckGameWin(Enums.PlayerType.PlayerA, board, row, col)) + foreach (var dir in directions) { - forbiddenMoves.RemoveAt(i); + var (count, _) = GameLogic.CountStones(board, row, col, dir, Enums.PlayerType.PlayerA); + + // 해당 위치에서 승리(5목)이 가능하면 금수 표기 X + if (count + 1 == 5) + forbiddenMoves.RemoveAt(i); } }