Merge branch 'main' into DO-41-오목-무승부-확인
This commit is contained in:
commit
d81f070bb7
13
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Load Diff
19688
Assets/KSH/GameCopy_AI.unity
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19688
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12
Assets/Script/AI/AIConstants.cs
Normal file
12
Assets/Script/AI/AIConstants.cs
Normal file
@ -0,0 +1,12 @@
|
||||
// AI에서만 사용하는 상수 모음
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public class AIConstants
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{
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// 방향 상수
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public static readonly int[][] Directions = new int[][]
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{
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new int[] {1, 0}, // 수직
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new int[] {0, 1}, // 수평
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new int[] {1, 1}, // 대각선 ↘ ↖
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new int[] {1, -1} // 대각선 ↙ ↗
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};
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}
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3
Assets/Script/AI/AIConstants.cs.meta
Normal file
3
Assets/Script/AI/AIConstants.cs.meta
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580
Assets/Script/AI/AIEvaluator.cs
Normal file
580
Assets/Script/AI/AIEvaluator.cs
Normal file
@ -0,0 +1,580 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
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||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
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||||
public static class AIEvaluator
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{
|
||||
// 패턴 가중치 상수
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public struct PatternScore
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{
|
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// 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 CLOSED_FOUR = 500f;
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public const float OPEN_THREE = 3000f;
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public const float HALF_OPEN_THREE = 500f;
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public const float CLOSED_THREE = 50f;
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public const float OPEN_TWO = 100f;
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public const float HALF_OPEN_TWO = 30f;
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public const float CLOSED_TWO = 10f;
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public const float OPEN_ONE = 10f;
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public const float CLOSED_ONE = 1f;
|
||||
|
||||
// 복합 패턴 점수
|
||||
public const float DOUBLE_THREE = 8000f;
|
||||
public const float DOUBLE_FOUR = 12000f;
|
||||
public const float FOUR_THREE = 10000f;
|
||||
|
||||
// 위치 가중치 기본값
|
||||
public const float CENTER_WEIGHT = 1.2f;
|
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public const float EDGE_WEIGHT = 0.8f;
|
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}
|
||||
|
||||
private static readonly int[][] Directions = AIConstants.Directions;
|
||||
|
||||
// 보드 전체 상태 평가
|
||||
public static float EvaluateBoard(Enums.PlayerType[,] board, Enums.PlayerType aiPlayer)
|
||||
{
|
||||
float score = 0;
|
||||
int size = board.GetLength(0);
|
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|
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// 복합 패턴 감지를 위한 위치 저장 리스트
|
||||
List<(int row, int col, int[] dir)> aiOpen3Positions = new List<(int, int, int[])>();
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List<(int row, int col, int[] dir)> playerOpen3Positions = new List<(int, int, int[])>();
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List<(int row, int col, int[] dir)> ai4Positions = new List<(int, int, int[])>();
|
||||
List<(int row, int col, int[] dir)> player4Positions = new List<(int, int, int[])>();
|
||||
|
||||
// 1. 기본 패턴 평가
|
||||
score += EvaluateBoardPatterns(board, aiPlayer, size, aiOpen3Positions, playerOpen3Positions,
|
||||
ai4Positions, player4Positions);
|
||||
|
||||
// 2. 복합 패턴 평가
|
||||
score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions, aiPlayer);
|
||||
|
||||
return score;
|
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}
|
||||
|
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// 기본 패턴 (돌의 연속, 열린 끝 등) 평가
|
||||
private static float EvaluateBoardPatterns(
|
||||
Enums.PlayerType[,] board,
|
||||
Enums.PlayerType aiPlayer,
|
||||
int size,
|
||||
List<(int row, int col, int[] dir)> aiOpen3Positions,
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||||
List<(int row, int col, int[] dir)> playerOpen3Positions,
|
||||
List<(int row, int col, int[] dir)> ai4Positions,
|
||||
List<(int row, int col, int[] dir)> player4Positions)
|
||||
{
|
||||
float score = 0;
|
||||
Enums.PlayerType opponentPlayer = (aiPlayer == Enums.PlayerType.PlayerA) ?
|
||||
Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
|
||||
|
||||
for (int row = 0; row < size; row++)
|
||||
{
|
||||
for (int col = 0; col < size; col++)
|
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{
|
||||
if (board[row, col] == Enums.PlayerType.None) continue;
|
||||
|
||||
Enums.PlayerType currentPlayer = board[row, col];
|
||||
int playerScore = (currentPlayer == aiPlayer) ? 1 : -1; // AI는 양수, 플레이어는 음수
|
||||
|
||||
// 위치 가중치 계산
|
||||
float positionWeight = CalculatePositionWeight(row, col, size);
|
||||
|
||||
foreach (var dir in Directions)
|
||||
{
|
||||
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, currentPlayer);
|
||||
|
||||
// 기본 패턴 평가 및 점수 계산
|
||||
float patternScore = EvaluatePattern(count, openEnds);
|
||||
|
||||
// 깨진 패턴 평가
|
||||
var (isBroken, brokenCount, brokenOpenEnds) =
|
||||
DetectBrokenPattern(board, row, col, dir, currentPlayer);
|
||||
|
||||
if (isBroken) // 깨진 패턴이 있을 시 비교 후 더 높은 점수 할당
|
||||
{
|
||||
float brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds);
|
||||
patternScore = Math.Max(patternScore, brokenScore);
|
||||
}
|
||||
|
||||
// 패턴 수집 (복합 패턴 감지용)
|
||||
CollectPatterns(row, col, dir, count, openEnds, currentPlayer, aiPlayer,
|
||||
aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions);
|
||||
|
||||
// 위치 가중치 적용
|
||||
patternScore *= positionWeight;
|
||||
|
||||
// 최종 점수 (플레이어는 음수)
|
||||
score += playerScore * patternScore;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
// 개별 패턴 평가 (돌 개수와 열린 끝 기준)
|
||||
private static float EvaluatePattern(int count, int openEnds)
|
||||
{
|
||||
if (count >= 5)
|
||||
{
|
||||
return PatternScore.FIVE_IN_A_ROW;
|
||||
}
|
||||
else if (count == 4)
|
||||
{
|
||||
return (openEnds == 2) ? PatternScore.OPEN_FOUR :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_FOUR :
|
||||
PatternScore.CLOSED_FOUR;
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
return (openEnds == 2) ? PatternScore.OPEN_THREE :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE :
|
||||
PatternScore.CLOSED_THREE;
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
return (openEnds == 2) ? PatternScore.OPEN_TWO :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO :
|
||||
PatternScore.CLOSED_TWO;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
return (openEnds == 2) ? PatternScore.OPEN_ONE : PatternScore.CLOSED_ONE;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// 복합 패턴 평가 (3-3, 4-4, 4-3 등)
|
||||
private static float EvaluateComplexPatterns(
|
||||
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)
|
||||
{
|
||||
float score = 0;
|
||||
|
||||
// 삼삼(3-3) 감지
|
||||
int aiThreeThree = DetectDoubleThree(aiOpen3Positions);
|
||||
int playerThreeThree = DetectDoubleThree(playerOpen3Positions);
|
||||
|
||||
// 사사(4-4) 감지
|
||||
int aiFourFour = DetectDoubleFour(ai4Positions);
|
||||
int playerFourFour = DetectDoubleFour(player4Positions);
|
||||
|
||||
// 사삼(4-3) 감지
|
||||
int aiFourThree = DetectFourThree(ai4Positions, aiOpen3Positions);
|
||||
int playerFourThree = DetectFourThree(player4Positions, playerOpen3Positions);
|
||||
|
||||
// 복합 패턴 점수 합산
|
||||
score += aiThreeThree * PatternScore.DOUBLE_THREE;
|
||||
score -= playerThreeThree * PatternScore.DOUBLE_THREE;
|
||||
|
||||
score += aiFourFour * PatternScore.DOUBLE_FOUR;
|
||||
score -= playerFourFour * PatternScore.DOUBLE_FOUR;
|
||||
|
||||
score += aiFourThree * PatternScore.FOUR_THREE;
|
||||
score -= playerFourThree * PatternScore.FOUR_THREE;
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
// 위치 가중치 계산 함수
|
||||
private static float CalculatePositionWeight(int row, int col, int size)
|
||||
{
|
||||
float boardCenterPos = (size - 1) / 2.0f;
|
||||
|
||||
// 현재 위치와 중앙과의 거리 계산 (0~1 사이 값)
|
||||
float distance = Math.Max(Math.Abs(row - boardCenterPos), Math.Abs(col - boardCenterPos)) / boardCenterPos;
|
||||
|
||||
// 중앙(거리 0)은 1.2배, 가장자리(거리 1)는 0.8배
|
||||
return PatternScore.CENTER_WEIGHT - ((PatternScore.CENTER_WEIGHT - PatternScore.EDGE_WEIGHT) * distance);
|
||||
}
|
||||
|
||||
// 방향이 평행한지 확인하는 함수
|
||||
private static bool AreParallelDirections(int[] dir1, int[] dir2) // Vector로 변경
|
||||
{
|
||||
return (dir1[0] == dir2[0] && dir1[1] == dir2[1]) ||
|
||||
(dir1[0] == -dir2[0] && dir1[1] == -dir2[1]);
|
||||
}
|
||||
|
||||
// 패턴 수집 함수 (복합 패턴 감지용)
|
||||
private static void CollectPatterns(
|
||||
int row, int col, int[] dir, int count, int openEnds,
|
||||
Enums.PlayerType currentPlayer, Enums.PlayerType aiPlayer,
|
||||
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)
|
||||
{
|
||||
// 열린 3 패턴 수집
|
||||
if (count == 3 && openEnds == 2)
|
||||
{
|
||||
if (currentPlayer == aiPlayer)
|
||||
aiOpen3Positions.Add((row, col, dir));
|
||||
else
|
||||
playerOpen3Positions.Add((row, col, dir));
|
||||
}
|
||||
|
||||
// 4 패턴 수집
|
||||
if (count == 4 && openEnds >= 1)
|
||||
{
|
||||
if (currentPlayer == aiPlayer)
|
||||
ai4Positions.Add((row, col, dir));
|
||||
else
|
||||
player4Positions.Add((row, col, dir));
|
||||
}
|
||||
}
|
||||
|
||||
#region Complex Pattern (3-3, 4-4, 4-3)
|
||||
// 삼삼(3-3) 감지 함수
|
||||
private static int DetectDoubleThree(List<(int row, int col, int[] dir)> openThreePositions)
|
||||
{
|
||||
int doubleThreeCount = 0;
|
||||
var checkedPairs = new HashSet<(int, int)>();
|
||||
|
||||
for (int i = 0; i < openThreePositions.Count; i++)
|
||||
{
|
||||
var (row1, col1, dir1) = openThreePositions[i];
|
||||
|
||||
for (int j = i + 1; j < openThreePositions.Count; j++)
|
||||
{
|
||||
var (row2, col2, dir2) = openThreePositions[j];
|
||||
|
||||
// 같은 돌에서 다른 방향으로 두 개의 열린 3이 형성된 경우
|
||||
if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
|
||||
{
|
||||
if (!checkedPairs.Contains((row1, col1)))
|
||||
{
|
||||
doubleThreeCount++;
|
||||
checkedPairs.Add((row1, col1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return doubleThreeCount;
|
||||
}
|
||||
|
||||
// 사사(4-4) 감지 함수
|
||||
private static int DetectDoubleFour(List<(int row, int col, int[] dir)> fourPositions)
|
||||
{
|
||||
int doubleFourCount = 0;
|
||||
var checkedPairs = new HashSet<(int, int)>();
|
||||
|
||||
for (int i = 0; i < fourPositions.Count; i++)
|
||||
{
|
||||
var (row1, col1, dir1) = fourPositions[i];
|
||||
|
||||
for (int j = i + 1; j < fourPositions.Count; j++)
|
||||
{
|
||||
var (row2, col2, dir2) = fourPositions[j];
|
||||
|
||||
if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
|
||||
{
|
||||
if (!checkedPairs.Contains((row1, col1)))
|
||||
{
|
||||
doubleFourCount++;
|
||||
checkedPairs.Add((row1, col1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return doubleFourCount;
|
||||
}
|
||||
|
||||
// 사삼(4-3) 감지 함수
|
||||
private static int DetectFourThree(
|
||||
List<(int row, int col, int[] dir)> fourPositions,
|
||||
List<(int row, int col, int[] dir)> openThreePositions)
|
||||
{
|
||||
int fourThreeCount = 0;
|
||||
var checkedPairs = new HashSet<(int, int)>();
|
||||
|
||||
foreach (var (row1, col1, _) in fourPositions)
|
||||
{
|
||||
foreach (var (row2, col2, _) in openThreePositions)
|
||||
{
|
||||
// 같은 돌에서 4와 열린 3이 동시에 형성된 경우
|
||||
if (row1 == row2 && col1 == col2)
|
||||
{
|
||||
if (!checkedPairs.Contains((row1, col1)))
|
||||
{
|
||||
fourThreeCount++;
|
||||
checkedPairs.Add((row1, col1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return fourThreeCount;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Evaluate Move Position
|
||||
// 이동 평가 함수
|
||||
public static float EvaluateMove(Enums.PlayerType[,] board, int row, int col, Enums.PlayerType AIPlayer)
|
||||
{
|
||||
float score = 0;
|
||||
Enums.PlayerType opponentPlayer = (AIPlayer == Enums.PlayerType.PlayerA) ?
|
||||
Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
|
||||
|
||||
// 복합 패턴 감지를 위한 위치 저장 리스트
|
||||
List<(int[] dir, int count, int openEnds)> aiPatterns = new List<(int[], int, int)>();
|
||||
List<(int[] dir, int count, int openEnds)> opponentPatterns = new List<(int[], int, int)>();
|
||||
|
||||
// AI 관점에서 평가
|
||||
board[row, col] = AIPlayer;
|
||||
|
||||
foreach (var dir in Directions)
|
||||
{
|
||||
// 평가를 위한 가상 보드이기에 캐시 데이터에 저장X
|
||||
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, AIPlayer, false);
|
||||
aiPatterns.Add((dir, count, openEnds));
|
||||
|
||||
if (count >= 4)
|
||||
{
|
||||
score += PatternScore.FIVE_IN_A_ROW / 10;
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
score += (openEnds == 2) ? PatternScore.OPEN_THREE / 3 :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 5 :
|
||||
PatternScore.CLOSED_THREE / 5;
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
score += (openEnds == 2) ? PatternScore.OPEN_TWO / 2 :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3 :
|
||||
PatternScore.CLOSED_TWO / 5;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
score += (openEnds == 2) ? PatternScore.OPEN_ONE :
|
||||
PatternScore.CLOSED_ONE;
|
||||
}
|
||||
|
||||
// 깨진 패턴 평가
|
||||
var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, AIPlayer);
|
||||
|
||||
if (isBroken)
|
||||
{
|
||||
float brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds);
|
||||
score = Math.Max(score, brokenScore);
|
||||
}
|
||||
}
|
||||
|
||||
// AI 복합 패턴 점수 계산 (새로 추가)
|
||||
score += EvaluateComplexMovePatterns(aiPatterns, true);
|
||||
|
||||
// 상대 관점에서 평가 (방어 가치)
|
||||
board[row, col] = opponentPlayer;
|
||||
|
||||
foreach (var dir in Directions)
|
||||
{
|
||||
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, opponentPlayer, false);
|
||||
opponentPatterns.Add((dir, count, openEnds));
|
||||
|
||||
// 상대 패턴 차단에 대한 가치 (약간 낮은 가중치)
|
||||
if (count >= 4)
|
||||
{
|
||||
score += PatternScore.FIVE_IN_A_ROW / 12.5f;
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
score += (openEnds == 2) ? PatternScore.OPEN_THREE / 3.75f :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 6.25f :
|
||||
PatternScore.CLOSED_THREE / 6.25f;
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
score += (openEnds == 2) ? PatternScore.OPEN_TWO / 2.5f :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3.75f :
|
||||
PatternScore.CLOSED_TWO / 5f;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
score += (openEnds == 2) ? PatternScore.OPEN_ONE / 1.25f :
|
||||
PatternScore.CLOSED_ONE;
|
||||
}
|
||||
}
|
||||
|
||||
score += EvaluateComplexMovePatterns(opponentPatterns, false);
|
||||
|
||||
// 원래 상태로 복원
|
||||
board[row, col] = Enums.PlayerType.None;
|
||||
|
||||
// 중앙에 가까울수록 추가 점수
|
||||
int size = board.GetLength(0);
|
||||
float centerDistance = Math.Max(
|
||||
Math.Abs(row - (size - 1) / 2.0f),
|
||||
Math.Abs(col - (size - 1) / 2.0f)
|
||||
);
|
||||
float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 30% 가중치
|
||||
|
||||
return score * centerBonus;
|
||||
}
|
||||
|
||||
// 복합 패턴 평가를 위한 새로운 함수
|
||||
private static float EvaluateComplexMovePatterns(List<(int[] dir, int count, int openEnds)> patterns, bool isAI)
|
||||
{
|
||||
float score = 0;
|
||||
|
||||
// 열린 3 패턴 및 4 패턴 찾기
|
||||
var openThrees = patterns.Where(p => p.count == 3 && p.openEnds == 2).ToList();
|
||||
var fours = patterns.Where(p => p.count == 4 && p.openEnds >= 1).ToList();
|
||||
|
||||
// 3-3 패턴 감지
|
||||
if (openThrees.Count >= 2)
|
||||
{
|
||||
for (int i = 0; i < openThrees.Count; i++)
|
||||
{
|
||||
for (int j = i + 1; j < openThrees.Count; j++)
|
||||
{
|
||||
if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir))
|
||||
{
|
||||
float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치
|
||||
score += isAI ? threeThreeScore : threeThreeScore;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4-4 패턴 감지
|
||||
if (fours.Count >= 2)
|
||||
{
|
||||
for (int i = 0; i < fours.Count; i++)
|
||||
{
|
||||
for (int j = i + 1; j < fours.Count; j++)
|
||||
{
|
||||
if (!AreParallelDirections(fours[i].dir, fours[j].dir))
|
||||
{
|
||||
float fourFourScore = PatternScore.DOUBLE_FOUR / 4;
|
||||
score += isAI ? fourFourScore : fourFourScore;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4-3 패턴 감지
|
||||
if (fours.Count > 0 && openThrees.Count > 0)
|
||||
{
|
||||
float fourThreeScore = PatternScore.FOUR_THREE / 4;
|
||||
score += isAI ? fourThreeScore : fourThreeScore;
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
// 깨진 패턴 (3-빈칸-1) 감지
|
||||
private static (bool isDetected, int count, int openEnds) DetectBrokenPattern(
|
||||
Enums.PlayerType[,] board, int row, int col, int[] dir, Enums.PlayerType player)
|
||||
{
|
||||
int size = board.GetLength(0);
|
||||
int totalStones = 1; // 현재 위치의 돌 포함
|
||||
int gapCount = 0; // 빈칸 개수
|
||||
int openEnds = 0; // 열린 끝 개수
|
||||
|
||||
// 정방향 탐색
|
||||
int r = row, c = col;
|
||||
for (int i = 1; i <= 5; i++)
|
||||
{
|
||||
r += dir[0];
|
||||
c += dir[1];
|
||||
|
||||
if (r < 0 || r >= size || c < 0 || c >= size)
|
||||
break;
|
||||
|
||||
if (board[r, c] == player)
|
||||
{
|
||||
totalStones++;
|
||||
}
|
||||
else if (board[r, c] == Enums.PlayerType.None)
|
||||
{
|
||||
if (gapCount < 1) // 최대 1개 빈칸만 허용
|
||||
{
|
||||
gapCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
openEnds++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else // 상대방 돌
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 역방향 탐색
|
||||
r = row; c = col;
|
||||
for (int i = 1; i <= 5; i++)
|
||||
{
|
||||
r -= dir[0];
|
||||
c -= dir[1];
|
||||
|
||||
if (r < 0 || r >= size || c < 0 || c >= size)
|
||||
break;
|
||||
|
||||
if (board[r, c] == player)
|
||||
{
|
||||
totalStones++;
|
||||
}
|
||||
else if (board[r, c] == Enums.PlayerType.None)
|
||||
{
|
||||
if (gapCount < 1)
|
||||
{
|
||||
gapCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
openEnds++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 깨진 패턴 감지: 총 돌 개수 ≥ 4 그리고 빈칸이 1개
|
||||
bool isDetected = (totalStones >= 4 && gapCount == 1);
|
||||
|
||||
return (isDetected, totalStones, openEnds);
|
||||
}
|
||||
|
||||
// 깨진 패턴 점수 계산 함수
|
||||
private static float EvaluateBrokenPattern(int count, int openEnds)
|
||||
{
|
||||
if (count >= 5) // 5개 이상 돌이 있으면 승리
|
||||
{
|
||||
return PatternScore.FIVE_IN_A_ROW;
|
||||
}
|
||||
else if (count == 4) // 깨진 4
|
||||
{
|
||||
return (openEnds == 2) ? PatternScore.OPEN_FOUR * 0.8f :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_FOUR * 0.8f :
|
||||
PatternScore.CLOSED_FOUR * 0.7f;
|
||||
}
|
||||
else if (count == 3) // 깨진 3
|
||||
{
|
||||
return (openEnds == 2) ? PatternScore.OPEN_THREE * 0.7f :
|
||||
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE * 0.7f :
|
||||
PatternScore.CLOSED_THREE * 0.6f;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
3
Assets/Script/AI/AIEvaluator.cs.meta
Normal file
3
Assets/Script/AI/AIEvaluator.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34f6533696ad41518da4bcc203309338
|
||||
timeCreated: 1742357084
|
@ -5,34 +5,33 @@ 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[][] _directions = AIConstants.Directions;
|
||||
|
||||
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)>();
|
||||
private static System.Random _random = new System.Random(); // 랜덤 실수용 Random 함수
|
||||
|
||||
// 중복 계산을 방지하기 위한 캐싱 데이터. 위치 기반 (그리드 기반 해시맵)
|
||||
private static Dictionary<(int row, int col), Dictionary<(int dirX, int dirY), (int count, int openEnds)>>
|
||||
_spatialStoneCache = new Dictionary<(int row, int col), Dictionary<(int dirX, int dirY), (int count, int openEnds)>>();
|
||||
|
||||
// AI Player Type 변경 (AI가 선수로 둘 수 있을지도 모르니..)
|
||||
public static void SetAIPlayerType(Enums.PlayerType AIPlayerType)
|
||||
{
|
||||
_AIPlayerType = AIPlayerType;
|
||||
}
|
||||
|
||||
// 급수 설정 -> 실수 넣을 때 계산
|
||||
public static void SetLevel(int level)
|
||||
{
|
||||
_playerLevel = level;
|
||||
|
||||
// 레벨에 따른 실수율? 설정
|
||||
_mistakeMove = GetMistakeProbability(_playerLevel);
|
||||
}
|
||||
|
||||
@ -71,7 +70,7 @@ public static class MiniMaxAIController
|
||||
foreach (var (row, col, _) in validMoves)
|
||||
{
|
||||
board[row, col] = _AIPlayerType;
|
||||
float score = DoMinimax(board, SEARCH_DEPTH, false, -1000, 1000, row, col);
|
||||
float score = DoMinimax(board, SEARCH_DEPTH, false, -1000000, 1000000, row, col);
|
||||
board[row, col] = Enums.PlayerType.None;
|
||||
|
||||
if (score > bestScore)
|
||||
@ -88,7 +87,7 @@ public static class MiniMaxAIController
|
||||
}
|
||||
|
||||
// 랜덤 실수
|
||||
if (secondBestMove != null && UnityEngine.Random.value < _mistakeMove) // UnityEngine.Random.value == 0~1 사이 반환
|
||||
if (secondBestMove != null && _random.NextDouble() < _mistakeMove)
|
||||
{
|
||||
Debug.Log("AI Mistake");
|
||||
return secondBestMove;
|
||||
@ -100,9 +99,9 @@ public static class MiniMaxAIController
|
||||
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);
|
||||
if (CheckGameWin(Enums.PlayerType.PlayerA, board, recentRow, recentCol, true)) return -100 + depth;
|
||||
if (CheckGameWin(Enums.PlayerType.PlayerB, board, recentRow, recentCol, true)) return 100 - depth;
|
||||
if (depth == 0) return AIEvaluator.EvaluateBoard(board, _AIPlayerType);
|
||||
|
||||
float bestScore = isMaximizing ? float.MinValue : float.MaxValue;
|
||||
List<(int row, int col, float score)> validMoves = GetValidMoves(board); // 현재 놓을 수 있는 자리 리스트
|
||||
@ -111,13 +110,11 @@ public static class MiniMaxAIController
|
||||
{
|
||||
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)
|
||||
{
|
||||
@ -147,14 +144,18 @@ public static class MiniMaxAIController
|
||||
{
|
||||
if (board[row, col] == Enums.PlayerType.None && HasNearbyStones(board, row, col))
|
||||
{
|
||||
float score = EvaluateBoard(board);
|
||||
// 보드 전체가 아닌 해당 돌에 대해서만 Score 계산
|
||||
float score = AIEvaluator.EvaluateMove(board, row, col, _AIPlayerType);
|
||||
validMoves.Add((row, col, score));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// score가 높은 순으로 정렬 -> 더 좋은 수 먼저 계산하도록 함
|
||||
validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3));
|
||||
return validMoves;
|
||||
|
||||
// 시간 단축을 위해 상위 10-15개만 고려. 일단 15개
|
||||
return validMoves.Take(15).ToList();
|
||||
}
|
||||
|
||||
private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3)
|
||||
@ -176,14 +177,16 @@ public static class MiniMaxAIController
|
||||
}
|
||||
|
||||
// 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)
|
||||
public static (int count, int openEnds) CountStones(
|
||||
Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player, bool isSaveInCache = true)
|
||||
{
|
||||
int dirX = direction[0], dirY = direction[1];
|
||||
var key = (row, col, dirX, dirY);
|
||||
var posKey = (row, col);
|
||||
var dirKey = (dirX, dirY);
|
||||
|
||||
// 캐시에 존재하면 바로 반환 (탐색 시간 감소)
|
||||
if (_stoneInfoCache.TryGetValue(key, out var cachedResult))
|
||||
if (_spatialStoneCache.TryGetValue(posKey, out var dirCache) &&
|
||||
dirCache.TryGetValue(dirKey, out var cachedResult))
|
||||
{
|
||||
return cachedResult;
|
||||
}
|
||||
@ -222,53 +225,57 @@ public static class MiniMaxAIController
|
||||
}
|
||||
|
||||
var resultValue = (count, openEnds);
|
||||
_stoneInfoCache[key] = resultValue; // 결과 저장
|
||||
if(isSaveInCache) // 결과 저장
|
||||
{
|
||||
if (!_spatialStoneCache.TryGetValue(posKey, out dirCache))
|
||||
{
|
||||
dirCache = new Dictionary<(int, int), (int, int)>();
|
||||
_spatialStoneCache[posKey] = dirCache;
|
||||
}
|
||||
dirCache[dirKey] = (count, openEnds);
|
||||
}
|
||||
|
||||
return resultValue;
|
||||
}
|
||||
|
||||
#region Cache Clear
|
||||
|
||||
// 캐시 초기화, 새로운 돌이 놓일 시 실행
|
||||
private static void ClearCache()
|
||||
{
|
||||
_stoneInfoCache.Clear();
|
||||
_spatialStoneCache.Clear();
|
||||
}
|
||||
|
||||
// 캐시 부분 초기화 (현재 변경된 위치 N에서 반경 5칸만 초기화)
|
||||
private static void ClearCachePartial(int centerRow, int centerCol, int radius = 5)
|
||||
// 캐시 부분 초기화 (현재 변경된 위치 N에서 반경 4칸만 초기화)
|
||||
private static void ClearCachePartial(int centerRow, int centerCol, int radius = 4)
|
||||
{
|
||||
// 캐시가 비어있으면 아무 작업도 하지 않음
|
||||
if (_stoneInfoCache.Count == 0) return;
|
||||
if (_spatialStoneCache.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)
|
||||
for (int r = centerRow - radius; r <= centerRow + radius; r++)
|
||||
{
|
||||
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)
|
||||
for (int c = centerCol - radius; c <= centerCol + radius; c++)
|
||||
{
|
||||
keysToRemove.Add(key);
|
||||
// 반경 내 위치 확인
|
||||
if (Math.Max(Math.Abs(r - centerRow), Math.Abs(c - centerCol)) <= radius)
|
||||
{
|
||||
// 해당 위치의 캐시 항목 제거
|
||||
_spatialStoneCache.Remove((r, c));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 반경 내의 키 제거
|
||||
foreach (var key in keysToRemove)
|
||||
{
|
||||
_stoneInfoCache.Remove(key);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// 최근에 둔 돌 위치 기반으로 게임 승리를 판별하는 함수
|
||||
public static bool CheckGameWin(Enums.PlayerType player, Enums.PlayerType[,] board, int row, int col)
|
||||
// MinimaxAIController 밖의 cs파일은 호출 시 맨 마지막을 false로 지정해야 합니다.
|
||||
public static bool CheckGameWin(Enums.PlayerType player, Enums.PlayerType[,] board,
|
||||
int row, int col, bool isSavedCache)
|
||||
{
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
var (count, _) = CountStones(board, row, col, dir, player);
|
||||
var (count, _) = CountStones(board, row, col, dir, player, isSavedCache);
|
||||
|
||||
// 자기 자신 포함하여 5개 이상일 시 true 반환
|
||||
if (count + 1 >= WIN_COUNT)
|
||||
@ -305,6 +312,78 @@ public static class MiniMaxAIController
|
||||
|
||||
return fiveInARowMoves;
|
||||
}
|
||||
/*
|
||||
#region Evaluate Score
|
||||
|
||||
// 특정 위치의 Score를 평가하는 새로운 함수
|
||||
private static float EvaluateMove(Enums.PlayerType[,] board, int row, int col)
|
||||
{
|
||||
float score = 0;
|
||||
board[row, col] = _AIPlayerType;
|
||||
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
// CountStones를 사용하나 캐시에 저장X, 가상 계산이기 때문..
|
||||
var (count, openEnds) = CountStones(board, row, col, dir, _AIPlayerType, false);
|
||||
|
||||
if (count >= 4)
|
||||
{
|
||||
score += 10000;
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
score += (openEnds == 2) ? 1000 : (openEnds == 1) ? 100 : 10;
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
score += (openEnds == 2) ? 50 : (openEnds == 1) ? 10 : 5;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
score += (openEnds == 2) ? 10 : (openEnds == 1) ? 5 : 1;
|
||||
}
|
||||
}
|
||||
|
||||
// 상대 돌로 바꿔서 평가
|
||||
board[row, col] = Enums.PlayerType.PlayerB;
|
||||
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
// 캐시 저장X
|
||||
var (count, openEnds) = CountStones(board, row, col, dir, Enums.PlayerType.PlayerB, false);
|
||||
|
||||
// 상대 패턴 차단에 대한 가치 (방어 점수)
|
||||
if (count >= 4)
|
||||
{
|
||||
score += 8000;
|
||||
}
|
||||
else if (count == 3)
|
||||
{
|
||||
score += (openEnds == 2) ? 800 : (openEnds == 1) ? 80 : 8;
|
||||
}
|
||||
else if (count == 2)
|
||||
{
|
||||
score += (openEnds == 2) ? 40 : (openEnds == 1) ? 8 : 4;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
score += (openEnds == 2) ? 8 : (openEnds == 1) ? 4 : 1;
|
||||
}
|
||||
}
|
||||
|
||||
// 원래 상태로 복원
|
||||
board[row, col] = Enums.PlayerType.None;
|
||||
|
||||
// 중앙에 가까울수록 추가 점수
|
||||
int size = board.GetLength(0);
|
||||
float centerDistance = Math.Max(
|
||||
Math.Abs(row - (size - 1) / 2.0f),
|
||||
Math.Abs(col - (size - 1) / 2.0f)
|
||||
);
|
||||
float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 30% 가중치
|
||||
|
||||
return score * centerBonus;
|
||||
}
|
||||
|
||||
// 현재 보드 평가 함수
|
||||
private static float EvaluateBoard(Enums.PlayerType[,] board)
|
||||
@ -312,6 +391,13 @@ public static class MiniMaxAIController
|
||||
float score = 0;
|
||||
int size = board.GetLength(0);
|
||||
|
||||
// 복합 패턴 감지를 위한 위치 저장 리스트
|
||||
List<(int row, int col, int[] dir)> aiOpen3Positions = new List<(int, int, int[])>();
|
||||
List<(int row, int col, int[] dir)> playerOpen3Positions = new List<(int, int, int[])>();
|
||||
List<(int row, int col, int[] dir)> ai4Positions = new List<(int, int, int[])>();
|
||||
List<(int row, int col, int[] dir)> player4Positions = new List<(int, int, int[])>();
|
||||
|
||||
|
||||
for (int row = 0; row < size; row++)
|
||||
{
|
||||
for (int col = 0; col < size; col++)
|
||||
@ -321,20 +407,190 @@ public static class MiniMaxAIController
|
||||
Enums.PlayerType player = board[row, col];
|
||||
int playerScore = (player == _AIPlayerType) ? 1 : -1; // AI는 양수, 플레이어는 음수
|
||||
|
||||
// 위치 가중치 계산. 중앙 중심으로 돌을 두도록 함
|
||||
float positionWeight = CalculatePositionWeight(row, col, size);
|
||||
|
||||
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);
|
||||
float patternScore = 0;
|
||||
|
||||
if (count >= 5)
|
||||
{
|
||||
Debug.Log("over 5 counts. count amount: " + count);
|
||||
patternScore = 100000;
|
||||
}
|
||||
else if (count == 4)
|
||||
{
|
||||
patternScore = (openEnds == 2) ? 15000 : (openEnds == 1) ? 5000 : 500;
|
||||
|
||||
// 4 패턴 위치 저장
|
||||
if (openEnds >= 1)
|
||||
{
|
||||
if (player == _AIPlayerType)
|
||||
ai4Positions.Add((row, col, dir));
|
||||
else
|
||||
player4Positions.Add((row, col, dir));
|
||||
}
|
||||
}
|
||||
else if (count == 3)
|
||||
score += playerScore * (openEnds == 2 ? 1000 : 100);
|
||||
{
|
||||
patternScore = (openEnds == 2) ? 3000 : (openEnds == 1) ? 500 : 50;
|
||||
|
||||
// 3 패턴 위치 저장
|
||||
if (openEnds == 2)
|
||||
{
|
||||
if (player == _AIPlayerType)
|
||||
aiOpen3Positions.Add((row, col, dir));
|
||||
else
|
||||
playerOpen3Positions.Add((row, col, dir));
|
||||
}
|
||||
}
|
||||
else if (count == 2)
|
||||
score += playerScore * (openEnds == 2 ? 100 : 10);
|
||||
{
|
||||
patternScore = (openEnds == 2) ? 100 : (openEnds == 1) ? 30 : 10;
|
||||
}
|
||||
else if (count == 1)
|
||||
{
|
||||
patternScore = (openEnds == 2) ? 10 : 1;
|
||||
}
|
||||
|
||||
// 위치 가중치 적용
|
||||
patternScore *= positionWeight;
|
||||
|
||||
// 최종 점수 적용 (플레이어는 음수)
|
||||
score += playerScore * patternScore;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 복합 패턴 감지 및 점수 부여 (4,4 / 3,3 / 4,3)
|
||||
int aiThreeThree = DetectDoubleThree(aiOpen3Positions);
|
||||
int playerThreeThree = DetectDoubleThree(playerOpen3Positions);
|
||||
|
||||
int aiFourFour = DetectDoubleFour(ai4Positions);
|
||||
int playerFourFour = DetectDoubleFour(player4Positions);
|
||||
|
||||
int aiFourThree = DetectFourThree(ai4Positions, aiOpen3Positions);
|
||||
int playerFourThree = DetectFourThree(player4Positions, playerOpen3Positions);
|
||||
|
||||
// 복합 패턴 점수 추가
|
||||
score += aiThreeThree * 8000;
|
||||
score -= playerThreeThree * 8000;
|
||||
|
||||
score += aiFourFour * 12000;
|
||||
score -= playerFourFour * 12000;
|
||||
|
||||
score += aiFourThree * 10000;
|
||||
score -= playerFourThree * 10000;
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
// 위치 가중치 계산 함수
|
||||
private static float CalculatePositionWeight(int row, int col, int size)
|
||||
{
|
||||
float boardCenterPos = (size - 1) / 2.0f;
|
||||
|
||||
// 현재 위치와 중앙과의 거리 계산 (0~1 사이 값)
|
||||
float distance = Math.Max(Math.Abs(row - boardCenterPos), Math.Abs(col - boardCenterPos)) / boardCenterPos;
|
||||
|
||||
// 중앙(거리 0)은 1.2배, 가장자리(거리 1)는 0.8배
|
||||
return 1.2f - (0.4f * distance);
|
||||
}
|
||||
|
||||
// 삼삼(3-3) 감지 함수
|
||||
private static int DetectDoubleThree(List<(int row, int col, int[] dir)> openThreePositions)
|
||||
{
|
||||
int doubleThreeCount = 0;
|
||||
var checkedPairs = new HashSet<(int, int)>();
|
||||
|
||||
for (int i = 0; i < openThreePositions.Count; i++)
|
||||
{
|
||||
var (row1, col1, dir1) = openThreePositions[i];
|
||||
|
||||
for (int j = i + 1; j < openThreePositions.Count; j++)
|
||||
{
|
||||
var (row2, col2, dir2) = openThreePositions[j];
|
||||
|
||||
// 같은 돌에서 다른 방향으로 두 개의 열린 3이 형성된 경우
|
||||
if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
|
||||
{
|
||||
if (!checkedPairs.Contains((row1, col1)))
|
||||
{
|
||||
doubleThreeCount++;
|
||||
checkedPairs.Add((row1, col1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return doubleThreeCount;
|
||||
}
|
||||
|
||||
// 방향이 평행한지 확인하는 함수
|
||||
private static bool AreParallelDirections(int[] dir1, int[] dir2)
|
||||
{
|
||||
return (dir1[0] == dir2[0] && dir1[1] == dir2[1]) ||
|
||||
(dir1[0] == -dir2[0] && dir1[1] == -dir2[1]);
|
||||
}
|
||||
|
||||
// 사사(4-4) 감지 함수
|
||||
private static int DetectDoubleFour(List<(int row, int col, int[] dir)> fourPositions)
|
||||
{
|
||||
int doubleFourCount = 0;
|
||||
var checkedPairs = new HashSet<(int, int)>();
|
||||
|
||||
for (int i = 0; i < fourPositions.Count; i++)
|
||||
{
|
||||
var (row1, col1, dir1) = fourPositions[i];
|
||||
|
||||
for (int j = i + 1; j < fourPositions.Count; j++)
|
||||
{
|
||||
var (row2, col2, dir2) = fourPositions[j];
|
||||
|
||||
if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
|
||||
{
|
||||
if (!checkedPairs.Contains((row1, col1)))
|
||||
{
|
||||
doubleFourCount++;
|
||||
checkedPairs.Add((row1, col1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return doubleFourCount;
|
||||
}
|
||||
|
||||
// 사삼(4-3) 감지 함수
|
||||
private static int DetectFourThree(List<(int row, int col, int[] dir)> fourPositions,
|
||||
List<(int row, int col, int[] dir)> openThreePositions)
|
||||
{
|
||||
int fourThreeCount = 0;
|
||||
var checkedPairs = new HashSet<(int, int)>();
|
||||
|
||||
foreach (var (row1, col1, _) in fourPositions)
|
||||
{
|
||||
foreach (var (row2, col2, _) in openThreePositions)
|
||||
{
|
||||
// 같은 돌에서 4와 열린 3이 동시에 형성된 경우
|
||||
if (row1 == row2 && col1 == col2)
|
||||
{
|
||||
if (!checkedPairs.Contains((row1, col1)))
|
||||
{
|
||||
fourThreeCount++;
|
||||
checkedPairs.Add((row1, col1));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return fourThreeCount;
|
||||
}
|
||||
|
||||
#endregion
|
||||
*/
|
||||
}
|
||||
|
26
Assets/Script/AI/OmokAI.cs
Normal file
26
Assets/Script/AI/OmokAI.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
public class OmokAI : MonoBehaviour
|
||||
{
|
||||
public static OmokAI Instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
public async void StartBestMoveSearch(Enums.PlayerType[,] board, Action<(int, int)?> callback)
|
||||
{
|
||||
(int row, int col)? bestMove = await Task.Run(() => MiniMaxAIController.GetBestMove(board));
|
||||
callback?.Invoke(bestMove);
|
||||
}
|
||||
|
||||
// true: Win, false: Lose
|
||||
public bool CheckGameWin(Enums.PlayerType player, Enums.PlayerType[,] board, int row, int col)
|
||||
{
|
||||
bool isWin = MiniMaxAIController.CheckGameWin(player, board, row, col, false);
|
||||
return isWin;
|
||||
}
|
||||
}
|
3
Assets/Script/AI/OmokAI.cs.meta
Normal file
3
Assets/Script/AI/OmokAI.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 576baa0fe98d40608bf48109ba5ed788
|
||||
timeCreated: 1742286909
|
@ -1,84 +0,0 @@
|
||||
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';
|
||||
}
|
||||
}
|
||||
}
|
@ -94,6 +94,11 @@ public class AIState: BasePlayerState
|
||||
{
|
||||
gameLogic.fioTimer.StartTimer();
|
||||
//TODO: AI이식
|
||||
OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) =>
|
||||
{
|
||||
if(bestMove.HasValue)
|
||||
HandleMove(gameLogic, bestMove.Value.Item1, bestMove.Value.Item2);
|
||||
});
|
||||
}
|
||||
|
||||
public override void OnExit(GameLogic gameLogic)
|
||||
@ -217,7 +222,7 @@ public class GameLogic : MonoBehaviour
|
||||
{
|
||||
case Enums.GameType.SinglePlay:
|
||||
firstPlayerState = new PlayerState(true);
|
||||
secondPlayerState = new PlayerState(false);
|
||||
secondPlayerState = new AIState();
|
||||
SetState(firstPlayerState);
|
||||
break;
|
||||
case Enums.GameType.MultiPlay:
|
||||
@ -229,6 +234,12 @@ public class GameLogic : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public Enums.PlayerType[,] GetBoard()
|
||||
{
|
||||
return _board;
|
||||
}
|
||||
|
||||
|
||||
//착수 버튼 클릭시 호출되는 함수
|
||||
public void OnConfirm()
|
||||
{
|
||||
@ -296,6 +307,7 @@ public class GameLogic : MonoBehaviour
|
||||
LastNSelectedSetting(row, col);
|
||||
|
||||
ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.White, row, col);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -10,6 +10,7 @@ public class MainPanelController : MonoBehaviour
|
||||
[SerializeField] private TextMeshProUGUI ratingText;
|
||||
[SerializeField] private Button signOutButton;
|
||||
[SerializeField] private GameObject[] profileImages;
|
||||
[SerializeField] private Button rankingButton;
|
||||
|
||||
private int _selectedImageIndex;
|
||||
|
||||
@ -72,6 +73,11 @@ public class MainPanelController : MonoBehaviour
|
||||
});
|
||||
}
|
||||
|
||||
public void OnLeaderboardButtonClick()
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenRankingPanel(); // GameManager를 통해 리더보드 열기
|
||||
}
|
||||
|
||||
//대국 시작 버튼 클릭
|
||||
public void OnClickGameStart()
|
||||
{
|
||||
|
31
Assets/Script/Main/ScoreCellController.cs
Normal file
31
Assets/Script/Main/ScoreCellController.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ScoreCellController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Image profileImage;
|
||||
[SerializeField] private TMP_Text nicknameText;
|
||||
[SerializeField] private TMP_Text scoreText;
|
||||
[SerializeField] private TMP_Text winRateText;
|
||||
[SerializeField] private TMP_Text winText;
|
||||
[SerializeField] private TMP_Text loseText;
|
||||
|
||||
[SerializeField] private List<Sprite> profileSprites;
|
||||
|
||||
public void SetCellInfo(ScoreInfo item)
|
||||
{
|
||||
nicknameText.text = item.nickname;
|
||||
scoreText.text = item.score.ToString();
|
||||
winRateText.text = item.winRate.ToString("F2");
|
||||
winText.text = item.win.ToString();
|
||||
loseText.text = item.lose.ToString();
|
||||
|
||||
if (profileImage != null && item.profileImageIndex != null)
|
||||
{
|
||||
profileImage.sprite = profileSprites[item.profileImageIndex]; // 프로필 이미지 (Sprite 할당)
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: facc79abb6042e846bb0a2b099b58e9c
|
||||
guid: f2f69892cc9e75e43a699627c577b4a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
10
Assets/Script/Main/ScoreListWrapper.cs
Normal file
10
Assets/Script/Main/ScoreListWrapper.cs
Normal file
@ -0,0 +1,10 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
public class ScoreListWrapper
|
||||
{
|
||||
public List<ScoreInfo> scoreInfos; // 여러 개의 ScoreInfo를 담을 리스트
|
||||
}
|
11
Assets/Script/Main/ScoreListWrapper.cs.meta
Normal file
11
Assets/Script/Main/ScoreListWrapper.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 873dbba9a01f08c409db64d4e90c3017
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -25,6 +25,11 @@ public struct ScoreInfo
|
||||
public string email;
|
||||
public string nickname;
|
||||
public int score;
|
||||
public float winRate;
|
||||
public int win;
|
||||
public int lose;
|
||||
public int totalGames;
|
||||
public int profileImageIndex;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
|
119
Assets/Script/UI/PanelController/LeaderBoardController.cs
Normal file
119
Assets/Script/UI/PanelController/LeaderBoardController.cs
Normal file
@ -0,0 +1,119 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
public class LeaderBoardController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GameObject rankingPrefab; // Ranking 프리팹을 참조 (Horizontal Layout)
|
||||
[SerializeField] private Transform content; // Vertical Layout Group
|
||||
[SerializeField] private GameObject MainPanel;
|
||||
[SerializeField] private GameObject leaderboardPanel;
|
||||
[SerializeField] private Scrollbar verticalScrollbar;// LeaderboardPanel 참조
|
||||
|
||||
private bool isLeaderboardLoaded = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
OnClickLeaderboardButton();
|
||||
}
|
||||
|
||||
public void OnClickLeaderboardButton()
|
||||
{
|
||||
if (isLeaderboardLoaded) return; // 이미 리더보드가 로드되었으면 중복 호출 방지
|
||||
|
||||
leaderboardPanel.SetActive(true);
|
||||
StartCoroutine(GetLeaderboardData());
|
||||
isLeaderboardLoaded = true;
|
||||
}
|
||||
|
||||
private IEnumerator GetLeaderboardData()
|
||||
{
|
||||
string url = Constants.ServerURL + "/leaderboard"; // 서버의 리더보드 데이터 URL
|
||||
|
||||
UnityWebRequest www = UnityWebRequest.Get(url); // GET 요청으로 데이터 받기
|
||||
yield return www.SendWebRequest(); // 요청 전송 대기
|
||||
|
||||
// 요청이 실패했을 때
|
||||
if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
Debug.LogError("Error: " + www.error);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 성공적으로 데이터를 받아온 경우
|
||||
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
|
||||
|
||||
// JSON을 ScoreInfo 리스트로 파싱
|
||||
ScoreListWrapper wrapper = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse);
|
||||
List<ScoreInfo> leaderboardItems = wrapper.scoreInfos;
|
||||
|
||||
// Show 메서드를 통해 데이터를 표시
|
||||
Show(leaderboardItems);
|
||||
}
|
||||
}
|
||||
|
||||
public void Show(List<ScoreInfo> leaderboardItems)
|
||||
{
|
||||
// 기존 셀 삭제 (리스트가 갱신될 때마다)
|
||||
foreach (Transform child in content)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
|
||||
// 받은 데이터로 셀 생성
|
||||
foreach (var item in leaderboardItems)
|
||||
{
|
||||
CreateCell(item); // 셀 생성
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateCell(ScoreInfo item)
|
||||
{
|
||||
// Ranking 프리팹을 content의 자식으로 생성
|
||||
var scoreCellObj = Instantiate(rankingPrefab, content);
|
||||
|
||||
// Ranking 프리팹에 포함된 ScoreCellController를 찾아서 설정
|
||||
var scoreCellController = scoreCellObj.GetComponent<ScoreCellController>();
|
||||
|
||||
if (scoreCellController != null)
|
||||
{
|
||||
// 각 항목에 대한 UI 설정
|
||||
scoreCellController.SetCellInfo(item); // ScoreInfo로 셀 정보 설정
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("ScoreCellController가 Ranking 프리팹에 없습니다.");
|
||||
}
|
||||
}
|
||||
|
||||
// BackButton 클릭 시 호출되는 메소드
|
||||
public void OnBackButtonClicked()
|
||||
{
|
||||
leaderboardPanel.SetActive(false); // LeaderboardPanel 숨기기
|
||||
MainPanel.SetActive(true); // SignInPanel 보이게 하기
|
||||
}
|
||||
|
||||
private List<ScoreInfo> LoadOfflineLeaderboard()
|
||||
{
|
||||
List<ScoreInfo> leaderboard = new List<ScoreInfo>();
|
||||
|
||||
// 오프라인 데이터 로딩 (PlayerPrefs 사용 예시)
|
||||
string savedData = PlayerPrefs.GetString("OfflineLeaderboard", string.Empty);
|
||||
|
||||
if (!string.IsNullOrEmpty(savedData))
|
||||
{
|
||||
// 저장된 JSON 데이터를 파싱하여 리더보드 리스트로 변환
|
||||
leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).scoreInfos;
|
||||
}
|
||||
|
||||
return leaderboard;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
Destroy(gameObject); // 자기 자신을 삭제
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22c0a17498af7724eb5d30a3c4842cd6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -118,12 +118,17 @@ public class PanelManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenRankingPanel(List<RankingItem> rankingItems)
|
||||
public void OpenRankingPanel()
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = GetPanel("Ranking Panel");
|
||||
settingsPanelObject.GetComponent<RankingPanelController>().Show(rankingItems);
|
||||
var settingsPanelObject = GetPanel("LeaderboardPanel");
|
||||
var leaderboardController = settingsPanelObject.GetComponent<LeaderBoardController>();
|
||||
|
||||
if (leaderboardController != null)
|
||||
{
|
||||
leaderboardController.OnClickLeaderboardButton(); // 이 메서드를 호출하여 데이터를 로드하고 Show()가 실행되도록 합니다.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -155,24 +160,6 @@ public class PanelManager : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
//랭킹 패널 생성
|
||||
public void OnRankingPanelClick()
|
||||
{
|
||||
List<RankingItem> rankingItems = new List<RankingItem>(); //테스트 데이터 리스트 생성
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
RankingItem rankingItem = new RankingItem
|
||||
{
|
||||
ProfileSpriteIndex = Random.Range(0, 2),
|
||||
Name = i.ToString(),
|
||||
WinRate = Random.Range(0f, 1f)
|
||||
};
|
||||
rankingItems.Add(rankingItem);
|
||||
}
|
||||
|
||||
OpenRankingPanel(rankingItems);
|
||||
}
|
||||
|
||||
//상점 패널 생성
|
||||
public void OnShopPanelClick()
|
||||
{
|
||||
|
Loading…
x
Reference in New Issue
Block a user