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diff --git a/Assets/KSH/AITestScene.unity.meta b/Assets/KSH/AITestScene.unity.meta
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diff --git a/Assets/Script/AI.meta b/Assets/Script/AI.meta
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index 0000000..30d134e
--- /dev/null
+++ 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..b1f26e8
--- /dev/null
+++ b/Assets/Script/AI/MiniMaxAIController.cs
@@ -0,0 +1,340 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+
+public static class MiniMaxAIController
+{
+    // To-Do List
+    // 탐색 시간 개선: 캐싱(_stoneInfoCache), 좋은 수부터 탐색(Move Ordering) 
+    // AI 난이도 개선
+    
+    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[][] _directions = new int[][]
+    {
+        new int[] {1, 0}, // 수직
+        new int[] {0, 1}, // 수평
+        new int[] {1, 1}, // 대각선 ↘ ↖
+        new int[] {1, -1} // 대각선 ↙ ↗
+    };
+
+    private static int _playerLevel = 1; // 급수 설정
+    private static float _mistakeMove;
+    private static Enums.PlayerType _AIPlayerType = Enums.PlayerType.PlayerB;
+    
+    // 중복 계산을 방지하기 위한 캐싱 데이터. 위치(row, col) 와 방향(dirX, dirY) 중복 계산 방지
+    private static Dictionary<(int, int, int, int), (int count, int openEnds)> _stoneInfoCache 
+        = new Dictionary<(int, int, int, int), (int count, int openEnds)>();
+    
+    // 급수 설정 -> 실수 넣을 때 계산
+    public static void SetLevel(int level)
+    {
+        _playerLevel = level;
+        
+        _mistakeMove = GetMistakeProbability(_playerLevel);
+    }
+    
+    // 실수 확률 계산 함수
+    private static float GetMistakeProbability(int level)
+    {
+        // 레벨이 1일 때 실수 확률 0%, 레벨이 18일 때 실수 확률 50%
+        return (level - 1) / 17f * 0.5f;
+    }
+    
+    // return 값이 null 일 경우 == 보드에 칸 꽉 참
+    public static (int row, int col)? GetBestMove(Enums.PlayerType[,] board)
+    {
+        // 캐시 초기화
+        ClearCache();
+        
+        float bestScore = float.MinValue;
+        (int row, int col)? bestMove = null;
+        (int row, int col)? secondBestMove = null;
+        List<(int row, int col, float score)> validMoves = GetValidMoves(board);
+        
+        // 보드에 놓을 수 있는 자리가 있는지 확인
+        if (validMoves.Count == 0)
+        {
+            return null;
+        }
+        
+        // 5연승 가능한 자리를 먼저 찾아서 우선적으로 설정
+        List<(int row, int col)> fiveInARowMoves = GetFiveInARowCandidateMoves(board);
+        if (fiveInARowMoves.Count > 0)
+        {
+            bestMove = fiveInARowMoves[0]; 
+            return bestMove;
+        }
+        
+        foreach (var (row, col, _) in validMoves)
+        {
+            board[row, col] = _AIPlayerType;
+            float score = DoMinimax(board, SEARCH_DEPTH, false, -1000, 1000, row, col);
+            board[row, col] = Enums.PlayerType.None;
+
+            if (score > bestScore)
+            {
+                bestScore = score;
+
+                if (bestMove != null)
+                {
+                    secondBestMove = bestMove;
+                }
+                
+                bestMove = (row, col);
+            }
+        }
+
+        // 랜덤 실수
+        if (secondBestMove != null && UnityEngine.Random.value < _mistakeMove) // UnityEngine.Random.value == 0~1 사이 반환
+        {
+            Debug.Log("AI Mistake");
+            return secondBestMove;
+        }
+        
+        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, float score)> 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;
+            ClearCachePartial(row, col); // 부분 초기화
+            // ClearCache();
+            
+            float minimaxScore = DoMinimax(board, depth - 1, !isMaximizing, alpha, beta, row, col);
+            
+            board[row, col] = Enums.PlayerType.None;
+            ClearCachePartial(row, col);
+            // ClearCache();
+
+            if (isMaximizing)
+            {
+                bestScore = Math.Max(bestScore, minimaxScore);
+                alpha = Math.Max(alpha, bestScore);
+            }
+            else
+            {
+                bestScore = Math.Min(bestScore, minimaxScore);
+                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, float score)> GetValidMoves(Enums.PlayerType[,] board)
+    {
+        List<(int, int, float)> validMoves = new List<(int, int, float)>();
+        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))
+                {
+                    float score = EvaluateBoard(board);
+                    validMoves.Add((row, col, score));
+                }
+            }
+        }
+
+        validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3));  
+        return validMoves;
+    }
+    
+    private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3)
+    {
+        // 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;
+    }
+    
+    // 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수
+    private static (int count, int openEnds) CountStones(
+        Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player)
+    {
+        int dirX = direction[0], dirY = direction[1];
+        var key = (row, col, dirX, dirY);
+
+        // 캐시에 존재하면 바로 반환 (탐색 시간 감소)
+        if (_stoneInfoCache.TryGetValue(key, out var cachedResult))
+        {
+            return cachedResult;
+        }
+        
+        int size = board.GetLength(0);
+        int count = 0;
+        int openEnds = 0;
+
+        // 정방향 탐색
+        int r = row + direction[0], c = col + direction[1];
+        while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
+        {
+            count++;
+            r += direction[0]; // row값 옮기기
+            c += direction[1]; // col값 옮기기
+        }
+        
+        if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
+        {
+            openEnds++;
+        }
+
+        // 역방향 탐색
+        r = row - direction[0]; 
+        c = col - direction[1];
+        while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
+        {
+            count++;
+            r -= direction[0];
+            c -= direction[1];
+        }
+        
+        if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
+        {
+            openEnds++;
+        }
+
+        var resultValue = (count, openEnds);
+        _stoneInfoCache[key] = resultValue; // 결과 저장
+        return resultValue;
+    }
+    
+    // 캐시 초기화, 새로운 돌이 놓일 시 실행
+    private static void ClearCache()
+    {
+        _stoneInfoCache.Clear();
+    }
+    
+    // 캐시 부분 초기화 (현재 변경된 위치 N에서 반경 5칸만 초기화)
+    private static void ClearCachePartial(int centerRow, int centerCol, int radius = 5)
+    {
+        // 캐시가 비어있으면 아무 작업도 하지 않음
+        if (_stoneInfoCache.Count == 0) return;
+    
+        // 제거할 키 목록
+        List<(int, int, int, int)> keysToRemove = new List<(int, int, int, int)>();
+    
+        // 모든 캐시 항목을 검사
+        foreach (var key in _stoneInfoCache.Keys)
+        {
+            var (row, col, _, _) = key;
+            
+            // 거리 계산
+            int distance = Math.Max(Math.Abs(row - centerRow), Math.Abs(col - centerCol));
+        
+            // 지정된 반경 내에 있는 캐시 항목을 삭제 목록에 추가
+            if (distance <= radius)
+            {
+                keysToRemove.Add(key);
+            }
+        }
+    
+        // 반경 내의 키 제거
+        foreach (var key in keysToRemove)
+        {
+            _stoneInfoCache.Remove(key);
+        }
+    }
+    
+    // 최근에 둔 돌 위치 기반으로 게임 승리를 판별하는 함수
+    public static bool CheckGameWin(Enums.PlayerType player, Enums.PlayerType[,] board, int row, int col)
+    {
+        foreach (var dir in _directions)
+        {
+            var (count, _) = CountStones(board, row, col, dir, player);
+
+            // 자기 자신 포함하여 5개 이상일 시 true 반환
+            if (count + 1 >= WIN_COUNT) 
+                return true;
+        }
+        
+        return false;
+    }
+
+    // 5목이 될 수 있는 위치 찾기
+    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);
+
+        for (int row = 0; row < size; row++)
+        {
+            for (int col = 0; col < size; col++)
+            {
+                if (board[row, col] != Enums.PlayerType.None) continue;
+
+                foreach (var dir in _directions)
+                {
+                    var (count, openEnds) = CountStones(board, row, col, dir, _AIPlayerType);
+
+                    if (count == 4 && openEnds > 0)
+                    {
+                        fiveInARowMoves.Add((row, col));
+                        break;  // 하나 나오면 바로 break (시간 단축)
+                    }
+                }
+            }
+        }
+
+        return fiveInARowMoves;
+    }
+
+    // 현재 보드 평가 함수
+    private static float EvaluateBoard(Enums.PlayerType[,] board)
+    {
+        float score = 0;
+        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) continue;
+
+                Enums.PlayerType player = board[row, col];
+                int playerScore = (player == _AIPlayerType) ? 1 : -1; // AI는 양수, 플레이어는 음수
+
+                foreach (var dir in _directions)
+                {
+                    var (count, openEnds) = CountStones(board, row, col, dir, player);
+
+                    // 점수 계산
+                    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..9cd8b64
--- /dev/null
+++ b/Assets/Script/AI/TestGameManager.cs
@@ -0,0 +1,84 @@
+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];
+        MiniMaxAIController.SetLevel(1); // 급수 설정 테스트
+        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;
+        Debug.Log($"Player's row: {row} col: {col}");
+        
+        // var isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerA, _board, row, col);
+        // Debug.Log("PlayerA is Win: " + isEnded);
+        
+        // 인공지능 호출
+        var result = MiniMaxAIController.GetBestMove(_board);
+        
+        if (result.HasValue)
+        {
+            Debug.Log($"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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