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{fileID: 519420032} + - {fileID: 852683208} + - {fileID: 785957521} + - {fileID: 770473331} diff --git a/Assets/KSH/AITestScene.unity.meta b/Assets/KSH/AITestScene.unity.meta new file mode 100644 index 0000000..f8991b5 --- /dev/null +++ b/Assets/KSH/AITestScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e200b684d5479a643aa06e6361c430c9 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/AI.meta b/Assets/Script/AI.meta new file mode 100644 index 0000000..30d134e --- /dev/null +++ b/Assets/Script/AI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2b0c3d8290ac86441b7db8c07a6d21a6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/AI/MiniMaxAIController.cs b/Assets/Script/AI/MiniMaxAIController.cs new file mode 100644 index 0000000..b1f26e8 --- /dev/null +++ b/Assets/Script/AI/MiniMaxAIController.cs @@ -0,0 +1,340 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public static class MiniMaxAIController +{ + // To-Do List + // 탐색 시간 개선: 캐싱(_stoneInfoCache), 좋은 수부터 탐색(Move Ordering) + // AI 난이도 개선 + + private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린) + private const int WIN_COUNT = 5; + + private static int[][] _directions = new int[][] + { + new int[] {1, 0}, // 수직 + new int[] {0, 1}, // 수평 + new int[] {1, 1}, // 대각선 ↘ ↖ + new int[] {1, -1} // 대각선 ↙ ↗ + }; + + private static int _playerLevel = 1; // 급수 설정 + private static float _mistakeMove; + private static Enums.PlayerType _AIPlayerType = Enums.PlayerType.PlayerB; + + // 중복 계산을 방지하기 위한 캐싱 데이터. 위치(row, col) 와 방향(dirX, dirY) 중복 계산 방지 + private static Dictionary<(int, int, int, int), (int count, int openEnds)> _stoneInfoCache + = new Dictionary<(int, int, int, int), (int count, int openEnds)>(); + + // 급수 설정 -> 실수 넣을 때 계산 + public static void SetLevel(int level) + { + _playerLevel = level; + + _mistakeMove = GetMistakeProbability(_playerLevel); + } + + // 실수 확률 계산 함수 + private static float GetMistakeProbability(int level) + { + // 레벨이 1일 때 실수 확률 0%, 레벨이 18일 때 실수 확률 50% + return (level - 1) / 17f * 0.5f; + } + + // return 값이 null 일 경우 == 보드에 칸 꽉 참 + public static (int row, int col)? GetBestMove(Enums.PlayerType[,] board) + { + // 캐시 초기화 + ClearCache(); + + float bestScore = float.MinValue; + (int row, int col)? bestMove = null; + (int row, int col)? secondBestMove = null; + List<(int row, int col, float score)> validMoves = GetValidMoves(board); + + // 보드에 놓을 수 있는 자리가 있는지 확인 + if (validMoves.Count == 0) + { + return null; + } + + // 5연승 가능한 자리를 먼저 찾아서 우선적으로 설정 + List<(int row, int col)> fiveInARowMoves = GetFiveInARowCandidateMoves(board); + if (fiveInARowMoves.Count > 0) + { + bestMove = fiveInARowMoves[0]; + return bestMove; + } + + foreach (var (row, col, _) in validMoves) + { + board[row, col] = _AIPlayerType; + float score = DoMinimax(board, SEARCH_DEPTH, false, -1000, 1000, row, col); + board[row, col] = Enums.PlayerType.None; + + if (score > bestScore) + { + bestScore = score; + + if (bestMove != null) + { + secondBestMove = bestMove; + } + + bestMove = (row, col); + } + } + + // 랜덤 실수 + if (secondBestMove != null && UnityEngine.Random.value < _mistakeMove) // UnityEngine.Random.value == 0~1 사이 반환 + { + Debug.Log("AI Mistake"); + return secondBestMove; + } + + return bestMove; + } + + private static float DoMinimax(Enums.PlayerType[,] board, int depth, bool isMaximizing, float alpha, float beta, + int recentRow, int recentCol) + { + if (CheckGameWin(Enums.PlayerType.PlayerA, board, recentRow, recentCol)) return -100 + depth; + if (CheckGameWin(Enums.PlayerType.PlayerB, board, recentRow, recentCol)) return 100 - depth; + if (depth == 0) return EvaluateBoard(board); + + float bestScore = isMaximizing ? float.MinValue : float.MaxValue; + List<(int row, int col, float score)> validMoves = GetValidMoves(board); // 현재 놓을 수 있는 자리 리스트 + + foreach (var (row, col, _) in validMoves) + { + board[row, col] = isMaximizing ? Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA; + ClearCachePartial(row, col); // 부분 초기화 + // ClearCache(); + + float minimaxScore = DoMinimax(board, depth - 1, !isMaximizing, alpha, beta, row, col); + + board[row, col] = Enums.PlayerType.None; + ClearCachePartial(row, col); + // ClearCache(); + + if (isMaximizing) + { + bestScore = Math.Max(bestScore, minimaxScore); + alpha = Math.Max(alpha, bestScore); + } + else + { + bestScore = Math.Min(bestScore, minimaxScore); + beta = Math.Min(beta, bestScore); + } + + if (beta <= alpha) break; + } + return bestScore; + } + + // 이동 가능 + 주변에 돌 있는 위치 탐색 + private static List<(int row, int col, float score)> GetValidMoves(Enums.PlayerType[,] board) + { + List<(int, int, float)> validMoves = new List<(int, int, float)>(); + int size = board.GetLength(0); + + for (int row = 0; row < size; row++) + { + for (int col = 0; col < size; col++) + { + if (board[row, col] == Enums.PlayerType.None && HasNearbyStones(board, row, col)) + { + float score = EvaluateBoard(board); + validMoves.Add((row, col, score)); + } + } + } + + validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3)); + return validMoves; + } + + private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3) + { + // 9칸 기준으로 현재 위치를 중앙으로 상정한 후 나머지 8방향 + int[] dr = { -1, -1, -1, 0, 0, 1, 1, 1 }; + int[] dc = { -1, 0, 1, -1, 1, -1, 0, 1 }; + int size = board.GetLength(0); + + for(int i = 0; i < dr.Length; i++) + { + int nr = row + dr[i], nc = col + dc[i]; + if (nr >= 0 && nr < size && nc >= 0 && nc < size && board[nr, nc] != Enums.PlayerType.None) + { + return true; + } + } + return false; + } + + // 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수 + private static (int count, int openEnds) CountStones( + Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player) + { + int dirX = direction[0], dirY = direction[1]; + var key = (row, col, dirX, dirY); + + // 캐시에 존재하면 바로 반환 (탐색 시간 감소) + if (_stoneInfoCache.TryGetValue(key, out var cachedResult)) + { + return cachedResult; + } + + int size = board.GetLength(0); + int count = 0; + int openEnds = 0; + + // 정방향 탐색 + int r = row + direction[0], c = col + direction[1]; + while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player) + { + count++; + r += direction[0]; // row값 옮기기 + c += direction[1]; // col값 옮기기 + } + + if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None) + { + openEnds++; + } + + // 역방향 탐색 + r = row - direction[0]; + c = col - direction[1]; + while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player) + { + count++; + r -= direction[0]; + c -= direction[1]; + } + + if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None) + { + openEnds++; + } + + var resultValue = (count, openEnds); + _stoneInfoCache[key] = resultValue; // 결과 저장 + return resultValue; + } + + // 캐시 초기화, 새로운 돌이 놓일 시 실행 + private static void ClearCache() + { + _stoneInfoCache.Clear(); + } + + // 캐시 부분 초기화 (현재 변경된 위치 N에서 반경 5칸만 초기화) + private static void ClearCachePartial(int centerRow, int centerCol, int radius = 5) + { + // 캐시가 비어있으면 아무 작업도 하지 않음 + if (_stoneInfoCache.Count == 0) return; + + // 제거할 키 목록 + List<(int, int, int, int)> keysToRemove = new List<(int, int, int, int)>(); + + // 모든 캐시 항목을 검사 + foreach (var key in _stoneInfoCache.Keys) + { + var (row, col, _, _) = key; + + // 거리 계산 + int distance = Math.Max(Math.Abs(row - centerRow), Math.Abs(col - centerCol)); + + // 지정된 반경 내에 있는 캐시 항목을 삭제 목록에 추가 + if (distance <= radius) + { + keysToRemove.Add(key); + } + } + + // 반경 내의 키 제거 + foreach (var key in keysToRemove) + { + _stoneInfoCache.Remove(key); + } + } + + // 최근에 둔 돌 위치 기반으로 게임 승리를 판별하는 함수 + public static bool CheckGameWin(Enums.PlayerType player, Enums.PlayerType[,] board, int row, int col) + { + foreach (var dir in _directions) + { + var (count, _) = CountStones(board, row, col, dir, player); + + // 자기 자신 포함하여 5개 이상일 시 true 반환 + if (count + 1 >= WIN_COUNT) + return true; + } + + return false; + } + + // 5목이 될 수 있는 위치 찾기 + private static List<(int row, int col)> GetFiveInARowCandidateMoves(Enums.PlayerType[,] board) + { + List<(int row, int col)> fiveInARowMoves = new List<(int, int)>(); + int size = board.GetLength(0); + + for (int row = 0; row < size; row++) + { + for (int col = 0; col < size; col++) + { + if (board[row, col] != Enums.PlayerType.None) continue; + + foreach (var dir in _directions) + { + var (count, openEnds) = CountStones(board, row, col, dir, _AIPlayerType); + + if (count == 4 && openEnds > 0) + { + fiveInARowMoves.Add((row, col)); + break; // 하나 나오면 바로 break (시간 단축) + } + } + } + } + + return fiveInARowMoves; + } + + // 현재 보드 평가 함수 + private static float EvaluateBoard(Enums.PlayerType[,] board) + { + float score = 0; + int size = board.GetLength(0); + + for (int row = 0; row < size; row++) + { + for (int col = 0; col < size; col++) + { + if (board[row, col] == Enums.PlayerType.None) continue; + + Enums.PlayerType player = board[row, col]; + int playerScore = (player == _AIPlayerType) ? 1 : -1; // AI는 양수, 플레이어는 음수 + + foreach (var dir in _directions) + { + var (count, openEnds) = CountStones(board, row, col, dir, player); + + // 점수 계산 + if (count == 4) + score += playerScore * (openEnds == 2 ? 10000 : 1000); + else if (count == 3) + score += playerScore * (openEnds == 2 ? 1000 : 100); + else if (count == 2) + score += playerScore * (openEnds == 2 ? 100 : 10); + } + } + } + return score; + } +} diff --git a/Assets/Script/AI/MiniMaxAIController.cs.meta b/Assets/Script/AI/MiniMaxAIController.cs.meta new file mode 100644 index 0000000..1b56bd4 --- /dev/null +++ b/Assets/Script/AI/MiniMaxAIController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0cabba9cae3792747bd277ecdc12196d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/AI/TestGameManager.cs b/Assets/Script/AI/TestGameManager.cs new file mode 100644 index 0000000..9cd8b64 --- /dev/null +++ b/Assets/Script/AI/TestGameManager.cs @@ -0,0 +1,84 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.UI; + +public class TestGameManager : MonoBehaviour +{ + [SerializeField] private TMP_InputField rowText; + [SerializeField] private TMP_InputField colText; + [SerializeField] private TMP_Text boardText; + + private Enums.PlayerType[,] _board; + + private void Start() + { + _board = new Enums.PlayerType[15, 15]; + MiniMaxAIController.SetLevel(1); // 급수 설정 테스트 + ResultBoard(); + } + + public void OnClickGoButton() + { + int row = int.Parse(rowText.text); + int col = int.Parse(colText.text); + + if (_board[row, col] != Enums.PlayerType.None) + { + Debug.Log("중복 위치"); + return; + } + + _board[row, col] = Enums.PlayerType.PlayerA; + Debug.Log($"Player's row: {row} col: {col}"); + + // var isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerA, _board, row, col); + // Debug.Log("PlayerA is Win: " + isEnded); + + // 인공지능 호출 + var result = MiniMaxAIController.GetBestMove(_board); + + if (result.HasValue) + { + Debug.Log($"AI's row: {result.Value.row} col: {result.Value.col}"); + _board[result.Value.row, result.Value.col] = Enums.PlayerType.PlayerB; + + // isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerB, _board, result.Value.row, result.Value.col); + // Debug.Log("PlayerB is Win: " + isEnded); + } + + ResultBoard(); + } + + private void ResultBoard() + { + boardText.text = ""; + + // player 타입에 따라 입력받는 건 무조건 A로 해서 A, AI는 B로 나타내고 None은 _ + for (int i = 0; i < 15; i++) + { + for (int j = 0; j < 15; j++) + { + if (_board[i, j] == Enums.PlayerType.PlayerA) + { + boardText.text += 'A'; + } + else if (_board[i, j] == Enums.PlayerType.PlayerB) + { + boardText.text += 'B'; + } + else if (_board[i, j] == Enums.PlayerType.None) + { + boardText.text += '_'; + } + + boardText.text += ' '; + } + + boardText.text += '\n'; + } + } +} diff --git a/Assets/Script/AI/TestGameManager.cs.meta b/Assets/Script/AI/TestGameManager.cs.meta new file mode 100644 index 0000000..50ae6fe --- /dev/null +++ b/Assets/Script/AI/TestGameManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: facc79abb6042e846bb0a2b099b58e9c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: