From ec5f2d82e721a7a3ef1ea106253a7eabcd67c53d Mon Sep 17 00:00:00 2001 From: Sehyeon Date: Tue, 18 Mar 2025 16:31:14 +0900 Subject: [PATCH] =?UTF-8?q?DO-4=20[Fix]=20score=20=ED=8F=89=EA=B0=80=20?= =?UTF-8?q?=EA=B0=9C=EC=84=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Script/AI/MiniMaxAIController.cs | 242 ++++++++++++++++++++++-- 1 file changed, 231 insertions(+), 11 deletions(-) diff --git a/Assets/Script/AI/MiniMaxAIController.cs b/Assets/Script/AI/MiniMaxAIController.cs index 823bb28..97c7eea 100644 --- a/Assets/Script/AI/MiniMaxAIController.cs +++ b/Assets/Script/AI/MiniMaxAIController.cs @@ -25,7 +25,7 @@ public static class MiniMaxAIController 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 + private static Dictionary<(int, int, int, int), (int count, int openEnds)> _stoneCountCache = new Dictionary<(int, int, int, int), (int count, int openEnds)>(); // 급수 설정 -> 실수 넣을 때 계산 @@ -71,7 +71,7 @@ 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) @@ -145,12 +145,14 @@ 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 = EvaluateMove(board, row, col); 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; } @@ -175,13 +177,13 @@ 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) + 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); // 캐시에 존재하면 바로 반환 (탐색 시간 감소) - if (_stoneInfoCache.TryGetValue(key, out var cachedResult)) + if (_stoneCountCache.TryGetValue(key, out var cachedResult)) { return cachedResult; } @@ -220,27 +222,33 @@ public static class MiniMaxAIController } var resultValue = (count, openEnds); - _stoneInfoCache[key] = resultValue; // 결과 저장 + if(isSaveInCache) // 결과 저장 + { + _stoneCountCache[key] = resultValue; + } + return resultValue; } + + #region Cache Clear // 캐시 초기화, 새로운 돌이 놓일 시 실행 private static void ClearCache() { - _stoneInfoCache.Clear(); + _stoneCountCache.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; + if (_stoneCountCache.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) + foreach (var key in _stoneCountCache.Keys) { var (row, col, _, _) = key; @@ -257,10 +265,12 @@ public static class MiniMaxAIController // 반경 내의 키 제거 foreach (var key in keysToRemove) { - _stoneInfoCache.Remove(key); + _stoneCountCache.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) { @@ -304,11 +314,90 @@ 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) { 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++) { @@ -331,16 +420,34 @@ public static class MiniMaxAIController if (count >= 5) { - Debug.Log("count 평가: " + count); + 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) { 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) { @@ -359,6 +466,27 @@ public static class MiniMaxAIController } } } + + // 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; } @@ -373,4 +501,96 @@ public static class MiniMaxAIController // 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 }