using System; using System.Collections.Generic; using System.Linq; using UnityEngine; public static class AIEvaluator { // 패턴 가중치 상수 public struct PatternScore { // AI 패턴 점수 public const float FIVE_IN_A_ROW = 100000f; public const float OPEN_FOUR = 15000f; public const float HALF_OPEN_FOUR = 6000f; public const float CLOSED_FOUR = 500f; 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; public const float HALF_OPEN_TWO = 30f; public const float CLOSED_TWO = 10f; public const float OPEN_ONE = 10f; public const float CLOSED_ONE = 1f; // 복합 패턴 점수 public const float DOUBLE_THREE = 9000f; public const float DOUBLE_FOUR = 12000f; public const float FOUR_THREE = 11000f; // 위치 가중치 기본값 public const float CENTER_WEIGHT = 1.3f; public const float EDGE_WEIGHT = 0.85f; } 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); // 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[])>(); // 1. 기본 패턴 평가 score += EvaluateBoardPatterns(board, aiPlayer, size, aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions); // 2. 복합 패턴 평가 score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions); return score; } // 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, 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++) { 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) { 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; } // 깨진 패턴 (ex. 3-빈칸-1) 감지 public 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 * 0.9f : (openEnds == 1) ? PatternScore.HALF_OPEN_FOUR * 0.9f : PatternScore.CLOSED_FOUR * 0.8f; } else if (count == 3) // 깨진 3 { return (openEnds == 2) ? PatternScore.OPEN_THREE * 0.9f : (openEnds == 1) ? PatternScore.HALF_OPEN_THREE * 0.9f : PatternScore.CLOSED_THREE * 0.8f; } 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 / 9; } else if (count == 3) { normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 2.5f : (openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 3.5f : PatternScore.CLOSED_THREE / 4.5f; } else if (count == 2) { normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 3.0f : (openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 4.0f : PatternScore.CLOSED_TWO / 5.0f; } else if (count == 1) { normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE / 4.0f : PatternScore.CLOSED_ONE / 5.0f; } // 깨진 패턴 평가 var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, AIPlayer); float brokenScore = 0; if (isBroken) { brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds) * 1.5f; } 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; if (count >= 4) { normalScore = PatternScore.FIVE_IN_A_ROW / 7.5f; } else if (count == 3) { // 일관된 분모 사용 (방어 가중치는 유지) normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.25f : (openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 3.2f : PatternScore.CLOSED_THREE / 4.2f; } else if (count == 2) { normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 2.7f : (openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3.7f : PatternScore.CLOSED_TWO / 4.7f; } else if (count == 1) { normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE / 3.7f : PatternScore.CLOSED_ONE / 4.7f; } 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) * 1.2f; } 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 * 1.2f : threeThreeScore * 1.3f; 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 * 1.3f : fourFourScore * 1.7f; break; } } } } // 4-3 패턴 감지 if (fours.Count > 0 && openThrees.Count > 0) { float fourThreeScore = PatternScore.FOUR_THREE / 4; score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.6f; } return score; } #endregion }