From 6a3d57145d4c5ab6cc915defd08f4f9f45c3ef16 Mon Sep 17 00:00:00 2001 From: Sehyeon Date: Fri, 14 Mar 2025 14:37:10 +0900 Subject: [PATCH] DO-4 [Feat] Create AI-Minimax Algorithm Code --- Assets/Scenes/AITestScene.unity | 1641 ++++++++++++++++++ Assets/Scenes/AITestScene.unity.meta | 7 + Assets/Script/AI.meta | 8 + Assets/Script/AI/MiniMaxAIController.cs | 331 ++++ Assets/Script/AI/MiniMaxAIController.cs.meta | 11 + Assets/Script/AI/TestGameManager.cs | 82 + Assets/Script/AI/TestGameManager.cs.meta | 11 + 7 files changed, 2091 insertions(+) create mode 100644 Assets/Scenes/AITestScene.unity create mode 100644 Assets/Scenes/AITestScene.unity.meta create mode 100644 Assets/Script/AI.meta create mode 100644 Assets/Script/AI/MiniMaxAIController.cs create mode 100644 Assets/Script/AI/MiniMaxAIController.cs.meta create mode 100644 Assets/Script/AI/TestGameManager.cs create mode 100644 Assets/Script/AI/TestGameManager.cs.meta diff --git a/Assets/Scenes/AITestScene.unity b/Assets/Scenes/AITestScene.unity new file mode 100644 index 0000000..1ba087f --- /dev/null +++ b/Assets/Scenes/AITestScene.unity @@ -0,0 +1,1641 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!29 &1 +OcclusionCullingSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_OcclusionBakeSettings: + smallestOccluder: 5 + smallestHole: 0.25 + backfaceThreshold: 100 + m_SceneGUID: 00000000000000000000000000000000 + m_OcclusionCullingData: {fileID: 0} +--- !u!104 &2 +RenderSettings: + m_ObjectHideFlags: 0 + serializedVersion: 9 + m_Fog: 0 + m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} + m_FogMode: 3 + m_FogDensity: 0.01 + m_LinearFogStart: 0 + m_LinearFogEnd: 300 + m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} + m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} + m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} + m_AmbientIntensity: 1 + m_AmbientMode: 3 + m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} + m_SkyboxMaterial: {fileID: 0} + m_HaloStrength: 0.5 + m_FlareStrength: 1 + m_FlareFadeSpeed: 3 + m_HaloTexture: {fileID: 0} + m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0} + m_DefaultReflectionMode: 0 + m_DefaultReflectionResolution: 128 + m_ReflectionBounces: 1 + m_ReflectionIntensity: 1 + m_CustomReflection: {fileID: 0} + m_Sun: {fileID: 0} + m_UseRadianceAmbientProbe: 0 +--- !u!157 &3 +LightmapSettings: + m_ObjectHideFlags: 0 + serializedVersion: 12 + m_GIWorkflowMode: 1 + m_GISettings: + serializedVersion: 2 + m_BounceScale: 1 + m_IndirectOutputScale: 1 + m_AlbedoBoost: 1 + m_EnvironmentLightingMode: 0 + m_EnableBakedLightmaps: 0 + m_EnableRealtimeLightmaps: 0 + m_LightmapEditorSettings: + serializedVersion: 12 + m_Resolution: 2 + m_BakeResolution: 40 + m_AtlasSize: 1024 + m_AO: 0 + m_AOMaxDistance: 1 + m_CompAOExponent: 1 + m_CompAOExponentDirect: 0 + m_ExtractAmbientOcclusion: 0 + m_Padding: 2 + m_LightmapParameters: {fileID: 0} + m_LightmapsBakeMode: 1 + m_TextureCompression: 1 + m_FinalGather: 0 + m_FinalGatherFiltering: 1 + m_FinalGatherRayCount: 256 + m_ReflectionCompression: 2 + m_MixedBakeMode: 2 + m_BakeBackend: 0 + m_PVRSampling: 1 + m_PVRDirectSampleCount: 32 + m_PVRSampleCount: 500 + m_PVRBounces: 2 + m_PVREnvironmentSampleCount: 500 + m_PVREnvironmentReferencePointCount: 2048 + m_PVRFilteringMode: 2 + m_PVRDenoiserTypeDirect: 0 + m_PVRDenoiserTypeIndirect: 0 + m_PVRDenoiserTypeAO: 0 + m_PVRFilterTypeDirect: 0 + m_PVRFilterTypeIndirect: 0 + m_PVRFilterTypeAO: 0 + m_PVREnvironmentMIS: 0 + m_PVRCulling: 1 + m_PVRFilteringGaussRadiusDirect: 1 + m_PVRFilteringGaussRadiusIndirect: 5 + m_PVRFilteringGaussRadiusAO: 2 + m_PVRFilteringAtrousPositionSigmaDirect: 0.5 + m_PVRFilteringAtrousPositionSigmaIndirect: 2 + m_PVRFilteringAtrousPositionSigmaAO: 1 + m_ExportTrainingData: 0 + m_TrainingDataDestination: TrainingData + m_LightProbeSampleCountMultiplier: 4 + m_LightingDataAsset: {fileID: 0} + m_LightingSettings: {fileID: 0} +--- !u!196 &4 +NavMeshSettings: + serializedVersion: 2 + m_ObjectHideFlags: 0 + m_BuildSettings: + serializedVersion: 3 + agentTypeID: 0 + agentRadius: 0.5 + agentHeight: 2 + agentSlope: 45 + agentClimb: 0.4 + ledgeDropHeight: 0 + maxJumpAcrossDistance: 0 + minRegionArea: 2 + manualCellSize: 0 + cellSize: 0.16666667 + manualTileSize: 0 + tileSize: 256 + buildHeightMesh: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 + debug: + m_Flags: 0 + m_NavMeshData: {fileID: 0} +--- !u!1 &492692667 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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{fileID: 519420032} + - {fileID: 852683208} + - {fileID: 785957521} + - {fileID: 770473331} diff --git a/Assets/Scenes/AITestScene.unity.meta b/Assets/Scenes/AITestScene.unity.meta new file mode 100644 index 0000000..f8991b5 --- /dev/null +++ b/Assets/Scenes/AITestScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e200b684d5479a643aa06e6361c430c9 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/AI.meta b/Assets/Script/AI.meta new file mode 100644 index 0000000..30d134e --- /dev/null +++ b/Assets/Script/AI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2b0c3d8290ac86441b7db8c07a6d21a6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: facc79abb6042e846bb0a2b099b58e9c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: