DO-4 [Fix] 점수 평가 계산 방법 수정

This commit is contained in:
Sehyeon 2025-03-21 11:26:29 +09:00
parent 3da0ef33f0
commit ff855399e3
2 changed files with 186 additions and 448 deletions

View File

@ -315,165 +315,6 @@ public static class AIEvaluator
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)
@ -563,18 +404,196 @@ public static class AIEvaluator
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;
(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;
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE * 0.7f :
PatternScore.CLOSED_THREE * 0.6f;
}
return 0;
}
#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)>();
board[row, col] = AIPlayer;
foreach (var dir in Directions)
{
float directionScore = 0;
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, AIPlayer, false);
aiPatterns.Add((dir, count, openEnds));
float normalScore = 0;
if (count >= 4)
{
normalScore = PatternScore.FIVE_IN_A_ROW / 10;
}
else if (count == 3)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 3 :
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 5 :
PatternScore.CLOSED_THREE / 5;
}
else if (count == 2)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 2 :
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3 :
PatternScore.CLOSED_TWO / 5;
}
else if (count == 1)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE :
PatternScore.CLOSED_ONE;
}
// 깨진 패턴 평가
var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, AIPlayer);
float brokenScore = 0;
if (isBroken)
{
brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds);
}
directionScore = Math.Max(normalScore, brokenScore);
score += directionScore; // 공격 점수 누적
}
// AI 복합 패턴 점수 계산
score += EvaluateComplexMovePatterns(aiPatterns, true);
// 상대 관점에서 평가 (방어 가치)
board[row, col] = opponentPlayer;
foreach (var dir in Directions)
{
float directionScore = 0;
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, opponentPlayer, false);
opponentPatterns.Add((dir, count, openEnds));
float normalScore = 0;
// 상대 패턴 차단에 대한 가치 (약간 낮은 가중치) AI는 공격지향적으로
if (count >= 4)
{
normalScore = PatternScore.FIVE_IN_A_ROW / 12.5f;
}
else if (count == 3)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 3.75f :
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 6.25f :
PatternScore.CLOSED_THREE / 6.25f;
}
else if (count == 2)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 2.5f :
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3.75f :
PatternScore.CLOSED_TWO / 5f;
}
else if (count == 1)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE / 1.25f :
PatternScore.CLOSED_ONE;
}
var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, opponentPlayer);
float brokenScore = 0;
if (isBroken)
{
// 깨진 패턴은 일반 패턴보다 좀 더 높은 가중치 할당
brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds) * 0.9f;
}
directionScore = Math.Max(normalScore, brokenScore);
score += directionScore; // 방어 점수 누적
}
score += EvaluateComplexMovePatterns(opponentPatterns, false);
board[row, col] = Enums.PlayerType.None; // 복원
int size = board.GetLength(0);
float centerDistance = Math.Max(
Math.Abs(row - (size - 1) / 2.0f), // 중앙 위치 계산
Math.Abs(col - (size - 1) / 2.0f)
);
float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 중앙과 가장자리의 점수 차이를 30%로 설정
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;
}
#endregion
}

View File

@ -5,7 +5,7 @@ using UnityEngine;
public static class MiniMaxAIController
{
private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
private const int SEARCH_DEPTH = 4; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
private const int WIN_COUNT = 5;
private static int[][] _directions = AIConstants.Directions;
@ -154,8 +154,8 @@ public static class MiniMaxAIController
// score가 높은 순으로 정렬 -> 더 좋은 수 먼저 계산하도록 함
validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3));
// 시간 단축을 위해 상위 10-15개만 고려. 일단 15개
return validMoves.Take(15).ToList();
// 시간 단축을 위해 상위 10-15개만 고려.
return validMoves.Take(10).ToList();
}
private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3)
@ -312,285 +312,4 @@ 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++)
{
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
// 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
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)
{
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)
{
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
*/
}