Degullmok-client/Assets/Script/AI/AIEvaluator.cs
2025-03-24 21:54:07 +09:00

601 lines
22 KiB
C#

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 = 5000f;
public const float CLOSED_FOUR = 500f;
public const float OPEN_THREE = 3000f;
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 = 8000f;
public const float DOUBLE_FOUR = 12000f;
public const float FOUR_THREE = 10000f;
// 위치 가중치 기본값
public const float CENTER_WEIGHT = 1.2f;
public const float EDGE_WEIGHT = 0.8f;
}
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, aiPlayer);
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,
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;
}
// 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 * 0.9f :
(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 / 8.5f;
}
else if (count == 3)
{
// 일관된 분모 사용 (방어 가중치는 유지)
normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.3f :
(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 * 1.1f : 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 * 1.2f : fourFourScore * 1.5f;
break;
}
}
}
}
// 4-3 패턴 감지
if (fours.Count > 0 && openThrees.Count > 0)
{
float fourThreeScore = PatternScore.FOUR_THREE / 4;
score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.4f;
}
return score;
}
#endregion
}