diff --git a/Assets/Scenes/AITestScene.unity b/Assets/Scenes/AITestScene.unity
new file mode 100644
index 0000000..1ba087f
--- /dev/null
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diff --git a/Assets/Scenes/AITestScene.unity.meta b/Assets/Scenes/AITestScene.unity.meta
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diff --git a/Assets/Script/AI.meta b/Assets/Script/AI.meta
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diff --git a/Assets/Script/AI/MiniMaxAIController.cs b/Assets/Script/AI/MiniMaxAIController.cs
new file mode 100644
index 0000000..2e1424c
--- /dev/null
+++ b/Assets/Script/AI/MiniMaxAIController.cs
@@ -0,0 +1,331 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+
+public static class MiniMaxAIController
+{
+ // To-Do List
+ // 랜덤 실수 (랜덤하게 덜 좋은 수 리턴)
+ // 탐색 시간 개선
+ // 방어적인 플레이라 AI 자신이 5연승할 자리에 안 둠 -> 해결
+
+ private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
+ private const int WIN_COUNT = 5;
+
+ private static int _playerLevel; // 급수 설정
+
+ // 급수 설정 -> 실수 넣을 때 계산
+ public static void SetLevel(int level)
+ {
+ _playerLevel = level;
+ }
+
+ public static (int row, int col)? GetBestMove(Enums.PlayerType[,] board)
+ {
+ float bestScore = -1000;
+ (int row, int col)? bestMove = null;
+ List<(int row, int col)> validMoves = GetValidMoves(board);
+
+ if (validMoves.Count == 0) // 놓을 수 있는 칸 없음 == 칸 꽉 참
+ {
+ Debug.Log("칸이 없습니다...");
+ return null;
+ }
+
+ // To-Do : bestMove는 null로 유지하고 맨 마지막 리턴 문에서 삼항 연산자로 날리기(Second용)
+ bestMove = validMoves[0]; // 기본 값, null 반환 방지.
+
+ // 5연승 가능한 자리를 먼저 찾아서 우선적으로 설정
+ List<(int row, int col)> fiveInARowMoves = GetFiveInARowCandidateMoves(board);
+ if (fiveInARowMoves.Count > 0)
+ {
+ bestMove = fiveInARowMoves[0];
+ Debug.Log($"5 wins move {bestMove.Value.row}, {bestMove.Value.col}");
+ return bestMove;
+ }
+
+ foreach (var (row, col) in validMoves)
+ {
+ board[row, col] = Enums.PlayerType.PlayerB;
+ float score = DoMinimax(board, SEARCH_DEPTH, false, -1000, 1000, row, col);
+ board[row, col] = Enums.PlayerType.None;
+
+ if (score > bestScore)
+ {
+ bestScore = score;
+ bestMove = (row, col); // 초반에는 bestMove가 잘 안바뀌어서 (돌 한 2~3개 둬야 여러 개 나옴) 2라운드까지는 그대로 출력 필요
+ // To-Do : 실수용으로 secondBestMove 추가
+ }
+ }
+
+ return bestMove;
+ }
+
+ private static float DoMinimax(Enums.PlayerType[,] board, int depth, bool isMaximizing, float alpha, float beta,
+ int recentRow, int recentCol)
+ {
+ if (CheckGameWin(Enums.PlayerType.PlayerA, board, recentRow, recentCol)) return -100 + depth;
+ if (CheckGameWin(Enums.PlayerType.PlayerB, board, recentRow, recentCol)) return 100 - depth;
+ if (depth == 0) return EvaluateBoard(board);
+
+ float bestScore = isMaximizing ? float.MinValue : float.MaxValue;
+ List<(int row, int col)> validMoves = GetValidMoves(board); // 현재 놓을 수 있는 자리 리스트
+
+ foreach (var (row, col) in validMoves)
+ {
+ board[row, col] = isMaximizing ? Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
+ float score = DoMinimax(board, depth - 1, !isMaximizing, alpha, beta, row, col);
+ board[row, col] = Enums.PlayerType.None;
+
+ if (isMaximizing)
+ {
+ bestScore = Math.Max(bestScore, score);
+ alpha = Math.Max(alpha, bestScore);
+ }
+ else
+ {
+ bestScore = Math.Min(bestScore, score);
+ beta = Math.Min(beta, bestScore);
+ }
+
+ if (beta <= alpha) break;
+ }
+ return bestScore;
+ }
+
+ ///
+ /// 이동 가능 + 주변에 돌 있는 위치 탐색
+ ///
+ ///
+ private static List<(int row, int col)> GetValidMoves(Enums.PlayerType[,] board)
+ {
+ List<(int, int)> validMoves = new List<(int, int)>();
+ int size = board.GetLength(0);
+
+ for (int row = 0; row < size; row++)
+ {
+ for (int col = 0; col < size; col++)
+ {
+ if (board[row, col] == Enums.PlayerType.None && HasNearbyStones(board, row, col))
+ {
+ validMoves.Add((row, col));
+ }
+ }
+ }
+ return validMoves;
+ }
+
+ ///
+ /// 주변 8칸에 놓인 돌이 있는 지 확인
+ ///
+ /// 현재 탐색하는 위치의 row값
+ /// 현재 탐색하는 위치의 col값
+ /// true: 돌 있음, fasle: 돌 없음
+ private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col)
+ {
+ // 9칸 기준으로 현재 위치를 중앙으로 상정한 후 나머지 8방향
+ int[] dr = { -1, -1, -1, 0, 0, 1, 1, 1 };
+ int[] dc = { -1, 0, 1, -1, 1, -1, 0, 1 };
+ int size = board.GetLength(0);
+
+ for(int i = 0; i < dr.Length; i++)
+ {
+ int nr = row + dr[i], nc = col + dc[i];
+ if (nr >= 0 && nr < size && nc >= 0 && nc < size && board[nr, nc] != Enums.PlayerType.None)
+ {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ ///
+ /// 최근에 둔 돌 위치 기반으로 게임 승리를 판별하는 함수.
+ ///
+ /// 어떤 플레이어 기준으로 승리 판별
+ /// 게임 보드
+ /// 최근에 둔 돌의 위치 중 row 값
+ /// 최근에 둔 돌의 위치 중 col 값
+ /// true: 승리, false: 승리 아님
+ public static bool CheckGameWin(Enums.PlayerType player, Enums.PlayerType[,] board, int row, int col)
+ {
+ int size = board.GetLength(0);
+
+ int[][] directions = new int[][]
+ {
+ new int[] {1, 0}, // 수직
+ new int[] {0, 1}, // 수평
+ new int[] {1, 1}, // 대각선 ↘ ↖
+ new int[] {1, -1} // 대각선 ↙ ↗
+ };
+
+ // 각 방향별로 판단
+ foreach (var dir in directions)
+ {
+ // 자기 자신 포함해서 카운트 시작
+ int stoneCount = 1;
+
+ // 정방향 탐색
+ int r = row + dir[0], c = col + dir[1];
+ while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player) // 0~15내에서 플레이어 타입 판단
+ {
+ // 동일 플레이어 타입인 경우
+ stoneCount++;
+ r += dir[0]; // row값 옮기기
+ c += dir[1]; // col값 옮기기
+ }
+
+ // 역방향 탐색 전에 정방향에서 Win했는지 확인 (이미 Win한 상태에서 역방향 검사 방지)
+ if (stoneCount >= WIN_COUNT) return true;
+
+ // 역방향 탐색
+ r = row - dir[0];
+ c = col - dir[1];
+ while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
+ {
+ stoneCount++;
+ r -= dir[0];
+ c -= dir[1];
+ }
+
+ if (stoneCount >= WIN_COUNT) return true;
+ }
+
+ return false;
+ }
+
+ private static List<(int row, int col)> GetFiveInARowCandidateMoves(Enums.PlayerType[,] board)
+ {
+ List<(int row, int col)> fiveInARowMoves = new List<(int, int)>();
+ int size = board.GetLength(0);
+
+ // 방향 설정: 가로, 세로, 대각선
+ int[][] directions = new int[][]
+ {
+ new int[] {1, 0}, // 가로
+ new int[] {0, 1}, // 세로
+ new int[] {1, 1}, // 대각선 (\)
+ new int[] {1, -1} // 대각선 (/)
+ };
+
+ // 각 칸에 대해 5연승이 될 수 있는 위치 찾기
+ for (int row = 0; row < size; row++)
+ {
+ for (int col = 0; col < size; col++)
+ {
+ if (board[row, col] != Enums.PlayerType.None)
+ continue; // 이미 돌이 놓인 곳
+
+ foreach (var dir in directions)
+ {
+ int count = 0;
+ int openEnds = 0;
+ // 왼쪽 방향부터 확인
+ int r = row + dir[0], c = col + dir[1];
+ while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.PlayerB)
+ {
+ count++;
+ r += dir[0];
+ c += dir[1];
+ }
+ if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
+ openEnds++;
+
+ // 오른쪽 방향 확인
+ r = row - dir[0];
+ c = col - dir[1];
+ while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.PlayerB)
+ {
+ count++;
+ r -= dir[0];
+ c -= dir[1];
+ }
+ if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
+ openEnds++;
+
+ // 5연승이 가능하면 그 자리를 리스트에 추가
+ if (count == 4 && openEnds > 0)
+ {
+ fiveInARowMoves.Add((row, col));
+ }
+ }
+ }
+ }
+
+ return fiveInARowMoves;
+ }
+
+ ///
+ /// 현재 보드의 상태 평가
+ ///
+ /// 평가 후 점수
+ private static float EvaluateBoard(Enums.PlayerType[,] board)
+ {
+ float score = 0;
+ int size = board.GetLength(0);
+ int[][] directions = new int[][]
+ {
+ new int[] {1, 0}, // 수직
+ new int[] {0, 1}, // 수평
+ new int[] {1, 1}, // 대각선 ↘
+ new int[] {1, -1} // 대각선 ↙
+ };
+
+ 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 == Enums.PlayerType.PlayerB) ? 1 : -1; // AI는 양수, 상대는 음수
+
+ foreach (var dir in directions)
+ {
+ int count = 1;
+ int openEnds = 0;
+ int r = row + dir[0], c = col + dir[1];
+
+ // 같은 돌 개수 세기
+ while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
+ {
+ count++;
+ r += dir[0];
+ c += dir[1];
+ }
+
+ // 열린 방향 확인
+ if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
+ openEnds++;
+
+ // 반대 방향 검사
+ r = row - dir[0];
+ c = col - dir[1];
+
+ while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
+ {
+ count++;
+ r -= dir[0];
+ c -= dir[1];
+ }
+
+ if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
+ openEnds++;
+
+ // 점수 계산
+ if (count >= 5)
+ score += playerScore * 1000000; // 실제로 호출되는 일이 없음 왜지??
+ else if (count == 4)
+ score += playerScore * (openEnds == 2 ? 10000 : 1000);
+ else if (count == 3)
+ score += playerScore * (openEnds == 2 ? 1000 : 100);
+ else if (count == 2)
+ score += playerScore * (openEnds == 2 ? 100 : 10);
+ }
+ }
+ }
+
+ return score;
+ }
+}
diff --git a/Assets/Script/AI/MiniMaxAIController.cs.meta b/Assets/Script/AI/MiniMaxAIController.cs.meta
new file mode 100644
index 0000000..1b56bd4
--- /dev/null
+++ b/Assets/Script/AI/MiniMaxAIController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0cabba9cae3792747bd277ecdc12196d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Script/AI/TestGameManager.cs b/Assets/Script/AI/TestGameManager.cs
new file mode 100644
index 0000000..050d5c1
--- /dev/null
+++ b/Assets/Script/AI/TestGameManager.cs
@@ -0,0 +1,82 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using TMPro;
+using UnityEngine;
+using UnityEngine.Serialization;
+using UnityEngine.UI;
+
+public class TestGameManager : MonoBehaviour
+{
+ [SerializeField] private TMP_InputField rowText;
+ [SerializeField] private TMP_InputField colText;
+ [SerializeField] private TMP_Text boardText;
+
+ private Enums.PlayerType[,] _board;
+
+ private void Start()
+ {
+ _board = new Enums.PlayerType[15, 15];
+ ResultBoard();
+ }
+
+ public void OnClickGoButton()
+ {
+ int row = int.Parse(rowText.text);
+ int col = int.Parse(colText.text);
+
+ if (_board[row, col] != Enums.PlayerType.None)
+ {
+ Debug.Log("중복 위치");
+ return;
+ }
+
+ _board[row, col] = Enums.PlayerType.PlayerA;
+
+ // var isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerA, _board, row, col);
+ // Debug.Log("PlayerA is Win: " + isEnded);
+
+ // 인공지능 호출
+ var result = MiniMaxAIController.GetBestMove(_board);
+
+ if (result.HasValue)
+ {
+ Debug.Log($"AI's row: {result.Value.row} col: {result.Value.col}");
+ _board[result.Value.row, result.Value.col] = Enums.PlayerType.PlayerB;
+
+ // isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerB, _board, result.Value.row, result.Value.col);
+ // Debug.Log("PlayerB is Win: " + isEnded);
+ }
+
+ ResultBoard();
+ }
+
+ private void ResultBoard()
+ {
+ boardText.text = "";
+
+ // player 타입에 따라 입력받는 건 무조건 A로 해서 A, AI는 B로 나타내고 None은 _
+ for (int i = 0; i < 15; i++)
+ {
+ for (int j = 0; j < 15; j++)
+ {
+ if (_board[i, j] == Enums.PlayerType.PlayerA)
+ {
+ boardText.text += 'A';
+ }
+ else if (_board[i, j] == Enums.PlayerType.PlayerB)
+ {
+ boardText.text += 'B';
+ }
+ else if (_board[i, j] == Enums.PlayerType.None)
+ {
+ boardText.text += '_';
+ }
+
+ boardText.text += ' ';
+ }
+
+ boardText.text += '\n';
+ }
+ }
+}
diff --git a/Assets/Script/AI/TestGameManager.cs.meta b/Assets/Script/AI/TestGameManager.cs.meta
new file mode 100644
index 0000000..50ae6fe
--- /dev/null
+++ b/Assets/Script/AI/TestGameManager.cs.meta
@@ -0,0 +1,11 @@
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+guid: facc79abb6042e846bb0a2b099b58e9c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: