600 lines
22 KiB
C#
600 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public static class AIEvaluator
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{
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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
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public const float FIVE_IN_A_ROW = 100000f;
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public const float OPEN_FOUR = 15000f;
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public const float HALF_OPEN_FOUR = 6000f;
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public const float CLOSED_FOUR = 500f;
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public const float OPEN_THREE = 3500f;
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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;
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// 복합 패턴 점수
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public const float DOUBLE_THREE = 9000f;
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public const float DOUBLE_FOUR = 12000f;
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public const float FOUR_THREE = 11000f;
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// 위치 가중치 기본값
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public const float CENTER_WEIGHT = 1.3f;
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public const float EDGE_WEIGHT = 0.85f;
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}
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private static readonly int[][] Directions = AIConstants.Directions;
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// 보드 전체 상태 평가
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public static float EvaluateBoard(Enums.PlayerType[,] board, Enums.PlayerType aiPlayer)
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{
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float score = 0;
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int size = board.GetLength(0);
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// 복합 패턴 감지를 위한 위치 저장 리스트
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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[])>();
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List<(int row, int col, int[] dir)> player4Positions = new List<(int, int, int[])>();
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// 1. 기본 패턴 평가
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score += EvaluateBoardPatterns(board, aiPlayer, size, aiOpen3Positions, playerOpen3Positions,
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ai4Positions, player4Positions);
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// 2. 복합 패턴 평가
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score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions);
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return score;
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}
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// 기본 패턴 (돌의 연속, 열린 끝 등) 평가
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private static float EvaluateBoardPatterns(
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Enums.PlayerType[,] board,
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Enums.PlayerType aiPlayer,
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int size,
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List<(int row, int col, int[] dir)> aiOpen3Positions,
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List<(int row, int col, int[] dir)> playerOpen3Positions,
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List<(int row, int col, int[] dir)> ai4Positions,
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List<(int row, int col, int[] dir)> player4Positions)
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{
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float score = 0;
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Enums.PlayerType opponentPlayer = (aiPlayer == Enums.PlayerType.PlayerA) ?
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Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
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for (int row = 0; row < size; row++)
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{
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for (int col = 0; col < size; col++)
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{
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if (board[row, col] == Enums.PlayerType.None) continue;
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Enums.PlayerType currentPlayer = board[row, col];
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int playerScore = (currentPlayer == aiPlayer) ? 1 : -1; // AI는 양수, 플레이어는 음수
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// 위치 가중치 계산
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float positionWeight = CalculatePositionWeight(row, col, size);
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foreach (var dir in Directions)
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{
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var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, currentPlayer);
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// 기본 패턴 평가 및 점수 계산
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float patternScore = EvaluatePattern(count, openEnds);
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// 깨진 패턴 평가
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var (isBroken, brokenCount, brokenOpenEnds) =
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DetectBrokenPattern(board, row, col, dir, currentPlayer);
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if (isBroken) // 깨진 패턴이 있을 시 비교 후 더 높은 점수 할당
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{
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float brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds);
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patternScore = Math.Max(patternScore, brokenScore);
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}
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// 패턴 수집 (복합 패턴 감지용)
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CollectPatterns(row, col, dir, count, openEnds, currentPlayer, aiPlayer,
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aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions);
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// 위치 가중치 적용
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patternScore *= positionWeight;
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// 최종 점수 (플레이어는 음수)
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score += playerScore * patternScore;
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}
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}
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}
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return score;
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}
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// 개별 패턴 평가 (돌 개수와 열린 끝 기준)
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private static float EvaluatePattern(int count, int openEnds)
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{
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if (count >= 5)
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{
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return PatternScore.FIVE_IN_A_ROW;
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}
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else if (count == 4)
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{
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return (openEnds == 2) ? PatternScore.OPEN_FOUR :
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(openEnds == 1) ? PatternScore.HALF_OPEN_FOUR :
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PatternScore.CLOSED_FOUR;
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}
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else if (count == 3)
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{
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return (openEnds == 2) ? PatternScore.OPEN_THREE :
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(openEnds == 1) ? PatternScore.HALF_OPEN_THREE :
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PatternScore.CLOSED_THREE;
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}
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else if (count == 2)
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{
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return (openEnds == 2) ? PatternScore.OPEN_TWO :
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(openEnds == 1) ? PatternScore.HALF_OPEN_TWO :
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PatternScore.CLOSED_TWO;
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}
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else if (count == 1)
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{
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return (openEnds == 2) ? PatternScore.OPEN_ONE : PatternScore.CLOSED_ONE;
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}
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return 0;
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}
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// 복합 패턴 평가 (3-3, 4-4, 4-3 등)
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private static float EvaluateComplexPatterns(
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List<(int row, int col, int[] dir)> aiOpen3Positions,
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List<(int row, int col, int[] dir)> playerOpen3Positions,
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List<(int row, int col, int[] dir)> ai4Positions,
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List<(int row, int col, int[] dir)> player4Positions)
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{
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float score = 0;
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// 삼삼(3-3) 감지
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int aiThreeThree = DetectDoubleThree(aiOpen3Positions);
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int playerThreeThree = DetectDoubleThree(playerOpen3Positions);
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// 사사(4-4) 감지
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int aiFourFour = DetectDoubleFour(ai4Positions);
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int playerFourFour = DetectDoubleFour(player4Positions);
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// 사삼(4-3) 감지
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int aiFourThree = DetectFourThree(ai4Positions, aiOpen3Positions);
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int playerFourThree = DetectFourThree(player4Positions, playerOpen3Positions);
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// 복합 패턴 점수 합산
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score += aiThreeThree * PatternScore.DOUBLE_THREE;
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score -= playerThreeThree * PatternScore.DOUBLE_THREE;
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score += aiFourFour * PatternScore.DOUBLE_FOUR;
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score -= playerFourFour * PatternScore.DOUBLE_FOUR;
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score += aiFourThree * PatternScore.FOUR_THREE;
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score -= playerFourThree * PatternScore.FOUR_THREE;
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return score;
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}
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// 위치 가중치 계산 함수
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private static float CalculatePositionWeight(int row, int col, int size)
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{
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float boardCenterPos = (size - 1) / 2.0f;
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// 현재 위치와 중앙과의 거리 계산 (0~1 사이 값)
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float distance = Math.Max(Math.Abs(row - boardCenterPos), Math.Abs(col - boardCenterPos)) / boardCenterPos;
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// 중앙(거리 0)은 1.2배, 가장자리(거리 1)는 0.8배
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return PatternScore.CENTER_WEIGHT - ((PatternScore.CENTER_WEIGHT - PatternScore.EDGE_WEIGHT) * distance);
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}
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// 방향이 평행한지 확인하는 함수
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private static bool AreParallelDirections(int[] dir1, int[] dir2) // Vector로 변경
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{
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return (dir1[0] == dir2[0] && dir1[1] == dir2[1]) ||
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(dir1[0] == -dir2[0] && dir1[1] == -dir2[1]);
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}
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// 패턴 수집 함수 (복합 패턴 감지용)
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private static void CollectPatterns(
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int row, int col, int[] dir, int count, int openEnds,
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Enums.PlayerType currentPlayer, Enums.PlayerType aiPlayer,
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List<(int row, int col, int[] dir)> aiOpen3Positions,
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List<(int row, int col, int[] dir)> playerOpen3Positions,
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List<(int row, int col, int[] dir)> ai4Positions,
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List<(int row, int col, int[] dir)> player4Positions)
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{
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// 열린 3 패턴 수집
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if (count == 3 && openEnds == 2)
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{
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if (currentPlayer == aiPlayer)
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aiOpen3Positions.Add((row, col, dir));
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else
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playerOpen3Positions.Add((row, col, dir));
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}
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// 4 패턴 수집
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if (count == 4 && openEnds >= 1)
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{
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if (currentPlayer == aiPlayer)
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ai4Positions.Add((row, col, dir));
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else
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player4Positions.Add((row, col, dir));
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}
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}
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#region Complex Pattern (3-3, 4-4, 4-3)
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// 삼삼(3-3) 감지 함수
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private static int DetectDoubleThree(List<(int row, int col, int[] dir)> openThreePositions)
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{
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int doubleThreeCount = 0;
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var checkedPairs = new HashSet<(int, int)>();
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for (int i = 0; i < openThreePositions.Count; i++)
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{
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var (row1, col1, dir1) = openThreePositions[i];
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for (int j = i + 1; j < openThreePositions.Count; j++)
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{
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var (row2, col2, dir2) = openThreePositions[j];
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// 같은 돌에서 다른 방향으로 두 개의 열린 3이 형성된 경우
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if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
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{
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if (!checkedPairs.Contains((row1, col1)))
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{
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doubleThreeCount++;
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checkedPairs.Add((row1, col1));
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}
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}
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}
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}
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return doubleThreeCount;
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}
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// 사사(4-4) 감지 함수
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private static int DetectDoubleFour(List<(int row, int col, int[] dir)> fourPositions)
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{
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int doubleFourCount = 0;
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var checkedPairs = new HashSet<(int, int)>();
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for (int i = 0; i < fourPositions.Count; i++)
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{
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var (row1, col1, dir1) = fourPositions[i];
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for (int j = i + 1; j < fourPositions.Count; j++)
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{
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var (row2, col2, dir2) = fourPositions[j];
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if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
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{
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if (!checkedPairs.Contains((row1, col1)))
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{
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doubleFourCount++;
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checkedPairs.Add((row1, col1));
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}
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}
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}
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}
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return doubleFourCount;
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}
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// 사삼(4-3) 감지 함수
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private static int DetectFourThree(
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List<(int row, int col, int[] dir)> fourPositions,
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List<(int row, int col, int[] dir)> openThreePositions)
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{
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int fourThreeCount = 0;
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var checkedPairs = new HashSet<(int, int)>();
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foreach (var (row1, col1, _) in fourPositions)
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{
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foreach (var (row2, col2, _) in openThreePositions)
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{
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// 같은 돌에서 4와 열린 3이 동시에 형성된 경우
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if (row1 == row2 && col1 == col2)
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{
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if (!checkedPairs.Contains((row1, col1)))
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{
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fourThreeCount++;
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checkedPairs.Add((row1, col1));
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}
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}
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}
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}
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return fourThreeCount;
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}
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// 깨진 패턴 (ex. 3-빈칸-1) 감지
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public static (bool isDetected, int count, int openEnds) DetectBrokenPattern(
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Enums.PlayerType[,] board, int row, int col, int[] dir, Enums.PlayerType player)
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{
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int size = board.GetLength(0);
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int totalStones = 1; // 현재 위치의 돌 포함
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int gapCount = 0; // 빈칸 개수
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int openEnds = 0; // 열린 끝 개수
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// 정방향 탐색
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int r = row, c = col;
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for (int i = 1; i <= 5; i++)
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{
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r += dir[0];
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c += dir[1];
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if (r < 0 || r >= size || c < 0 || c >= size)
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break;
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if (board[r, c] == player)
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{
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totalStones++;
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}
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else if (board[r, c] == Enums.PlayerType.None)
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{
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if (gapCount < 1) // 최대 1개 빈칸만 허용
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{
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gapCount++;
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}
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else
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{
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openEnds++;
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break;
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}
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}
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else // 상대방 돌
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{
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break;
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}
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}
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// 역방향 탐색
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r = row; c = col;
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for (int i = 1; i <= 5; i++)
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{
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r -= dir[0];
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c -= dir[1];
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if (r < 0 || r >= size || c < 0 || c >= size)
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break;
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if (board[r, c] == player)
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{
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totalStones++;
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}
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else if (board[r, c] == Enums.PlayerType.None)
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{
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if (gapCount < 1)
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{
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gapCount++;
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}
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else
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{
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openEnds++;
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break;
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}
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}
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else
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{
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break;
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}
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}
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// 깨진 패턴 감지: 총 돌 개수 ≥ 4 그리고 빈칸이 1개
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bool isDetected = (totalStones >= 4 && gapCount == 1);
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return (isDetected, totalStones, openEnds);
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}
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// 깨진 패턴 점수 계산 함수
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private static float EvaluateBrokenPattern(int count, int openEnds)
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{
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if (count >= 5) // 5개 이상 돌이 있으면 승리
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{
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return PatternScore.FIVE_IN_A_ROW;
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}
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else if (count == 4) // 깨진 4
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{
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return (openEnds == 2) ? PatternScore.OPEN_FOUR * 0.9f :
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(openEnds == 1) ? PatternScore.HALF_OPEN_FOUR * 0.9f :
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PatternScore.CLOSED_FOUR * 0.8f;
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}
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else if (count == 3) // 깨진 3
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{
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return (openEnds == 2) ? PatternScore.OPEN_THREE * 0.9f :
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(openEnds == 1) ? PatternScore.HALF_OPEN_THREE * 0.9f :
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PatternScore.CLOSED_THREE * 0.8f;
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}
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return 0;
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}
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#endregion
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#region Evaluate Move Position
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// 이동 평가 함수
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public static float EvaluateMove(Enums.PlayerType[,] board, int row, int col, Enums.PlayerType AIPlayer)
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{
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float score = 0;
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Enums.PlayerType opponentPlayer = (AIPlayer == Enums.PlayerType.PlayerA) ?
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Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
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// 복합 패턴 감지를 위한 위치 저장 리스트
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List<(int[] dir, int count, int openEnds)> aiPatterns = new List<(int[], int, int)>();
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List<(int[] dir, int count, int openEnds)> opponentPatterns = new List<(int[], int, int)>();
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board[row, col] = AIPlayer;
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foreach (var dir in Directions)
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{
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float directionScore = 0;
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var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, AIPlayer, false);
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aiPatterns.Add((dir, count, openEnds));
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float normalScore = 0;
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if (count >= 4)
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{
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normalScore = PatternScore.FIVE_IN_A_ROW / 9;
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}
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else if (count == 3)
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{
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normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 2.5f :
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(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 3.5f :
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PatternScore.CLOSED_THREE / 4.5f;
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}
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else if (count == 2)
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{
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normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 3.0f :
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(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 4.0f :
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PatternScore.CLOSED_TWO / 5.0f;
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}
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else if (count == 1)
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{
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normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE / 4.0f :
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PatternScore.CLOSED_ONE / 5.0f;
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}
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// 깨진 패턴 평가
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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
|
|
}
|