diff --git a/Assets/Script/AI/AIEvaluator.cs b/Assets/Script/AI/AIEvaluator.cs
index e250d47..cdf14f9 100644
--- a/Assets/Script/AI/AIEvaluator.cs
+++ b/Assets/Script/AI/AIEvaluator.cs
@@ -315,165 +315,6 @@ public static class AIEvaluator
         return fourThreeCount;
     }
     
-    #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)>();
-        
-        // AI 관점에서 평가
-        board[row, col] = AIPlayer;
-        
-        foreach (var dir in Directions)
-        {
-            // 평가를 위한 가상 보드이기에 캐시 데이터에 저장X
-            var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, AIPlayer, false);
-            aiPatterns.Add((dir, count, openEnds));
-            
-            if (count >= 4) 
-            {
-                score += PatternScore.FIVE_IN_A_ROW / 10;
-            }
-            else if (count == 3)
-            {
-                score += (openEnds == 2) ? PatternScore.OPEN_THREE / 3 : 
-                         (openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 5 : 
-                                           PatternScore.CLOSED_THREE / 5;
-            }
-            else if (count == 2)
-            {
-                score += (openEnds == 2) ? PatternScore.OPEN_TWO / 2 : 
-                         (openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3 : 
-                                           PatternScore.CLOSED_TWO / 5;
-            }
-            else if (count == 1)
-            {
-                score += (openEnds == 2) ? PatternScore.OPEN_ONE : 
-                                           PatternScore.CLOSED_ONE;
-            }
-            
-            // 깨진 패턴 평가
-            var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, AIPlayer);
-        
-            if (isBroken)
-            {
-                float brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds);
-                score = Math.Max(score, brokenScore);
-            }
-        }
-        
-        // AI 복합 패턴 점수 계산 (새로 추가)
-        score += EvaluateComplexMovePatterns(aiPatterns, true);
-        
-        // 상대 관점에서 평가 (방어 가치)
-        board[row, col] = opponentPlayer;
-        
-        foreach (var dir in Directions)
-        {
-            var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, opponentPlayer, false);
-            opponentPatterns.Add((dir, count, openEnds));
-            
-            // 상대 패턴 차단에 대한 가치 (약간 낮은 가중치)
-            if (count >= 4)
-            {
-                score += PatternScore.FIVE_IN_A_ROW / 12.5f; 
-            }
-            else if (count == 3)
-            {
-                score += (openEnds == 2) ? PatternScore.OPEN_THREE / 3.75f : 
-                         (openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 6.25f : 
-                                           PatternScore.CLOSED_THREE / 6.25f;
-            }
-            else if (count == 2)
-            {
-                score += (openEnds == 2) ? PatternScore.OPEN_TWO / 2.5f : 
-                         (openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3.75f : 
-                                           PatternScore.CLOSED_TWO / 5f;
-            }
-            else if (count == 1)
-            {
-                score += (openEnds == 2) ? PatternScore.OPEN_ONE / 1.25f : 
-                                           PatternScore.CLOSED_ONE;
-            }
-        }
-        
-        score += EvaluateComplexMovePatterns(opponentPatterns, false);
-        
-        // 원래 상태로 복원
-        board[row, col] = Enums.PlayerType.None;
-        
-        // 중앙에 가까울수록 추가 점수
-        int size = board.GetLength(0);
-        float centerDistance = Math.Max(
-            Math.Abs(row - (size - 1) / 2.0f), 
-            Math.Abs(col - (size - 1) / 2.0f)
-        );
-        float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 30% 가중치
-        
-        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 : threeThreeScore;
-                        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 : fourFourScore;
-                        break;
-                    }
-                }
-            }
-        }
-    
-        // 4-3 패턴 감지
-        if (fours.Count > 0 && openThrees.Count > 0)
-        {
-            float fourThreeScore = PatternScore.FOUR_THREE / 4;
-            score += isAI ? fourThreeScore : fourThreeScore;
-        }
-    
-        return score;
-    }
-    
     // 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)
@@ -552,7 +393,7 @@ public static class AIEvaluator
         
         return (isDetected, totalStones, openEnds);
     }
-
+    
     // 깨진 패턴 점수 계산 함수
     private static float EvaluateBrokenPattern(int count, int openEnds)
     {
@@ -563,18 +404,196 @@ public static class AIEvaluator
         else if (count == 4)  // 깨진 4
         {
             return (openEnds == 2) ? PatternScore.OPEN_FOUR * 0.8f : 
-                   (openEnds == 1) ? PatternScore.HALF_OPEN_FOUR * 0.8f : 
-                                     PatternScore.CLOSED_FOUR * 0.7f;
+                (openEnds == 1) ? PatternScore.HALF_OPEN_FOUR * 0.8f : 
+                PatternScore.CLOSED_FOUR * 0.7f;
         }
         else if (count == 3)  // 깨진 3
         {
             return (openEnds == 2) ? PatternScore.OPEN_THREE * 0.7f : 
-                   (openEnds == 1) ? PatternScore.HALF_OPEN_THREE * 0.7f : 
-                                     PatternScore.CLOSED_THREE * 0.6f;
+                (openEnds == 1) ? PatternScore.HALF_OPEN_THREE * 0.7f : 
+                PatternScore.CLOSED_THREE * 0.6f;
         }
         
         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 / 10;
+            }
+            else if (count == 3)
+            {
+                normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 3 : 
+                         (openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 5 : 
+                                           PatternScore.CLOSED_THREE / 5;
+            }
+            else if (count == 2)
+            {
+                normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 2 : 
+                         (openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3 : 
+                                           PatternScore.CLOSED_TWO / 5;
+            }
+            else if (count == 1)
+            {
+                normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE : 
+                                           PatternScore.CLOSED_ONE;
+            }
+            
+            // 깨진 패턴 평가
+            var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, AIPlayer);
+            float brokenScore = 0;
+            
+            if (isBroken)
+            {
+                brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds);
+            }
+            
+            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;
+            // 상대 패턴 차단에 대한 가치 (약간 낮은 가중치) AI는 공격지향적으로
+            if (count >= 4)
+            {
+                normalScore = PatternScore.FIVE_IN_A_ROW / 12.5f; 
+            }
+            else if (count == 3)
+            {
+                normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 3.75f : 
+                         (openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 6.25f : 
+                                           PatternScore.CLOSED_THREE / 6.25f;
+            }
+            else if (count == 2)
+            {
+                normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 2.5f : 
+                         (openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3.75f : 
+                                           PatternScore.CLOSED_TWO / 5f;
+            }
+            else if (count == 1)
+            {
+                normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE / 1.25f : 
+                                           PatternScore.CLOSED_ONE;
+            }
+            
+            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) * 0.9f;
+            }
+            
+            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 : threeThreeScore * 1.1f;
+                        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 : fourFourScore * 1.2f;
+                        break;
+                    }
+                }
+            }
+        }
+    
+        // 4-3 패턴 감지
+        if (fours.Count > 0 && openThrees.Count > 0)
+        {
+            float fourThreeScore = PatternScore.FOUR_THREE / 4;
+            score += isAI ? fourThreeScore : fourThreeScore * 1.2f;
+        }
+    
+        return score;
+    }
+    
+    #endregion
 }
diff --git a/Assets/Script/AI/MiniMaxAIController.cs b/Assets/Script/AI/MiniMaxAIController.cs
index 76e1c74..5580e39 100644
--- a/Assets/Script/AI/MiniMaxAIController.cs
+++ b/Assets/Script/AI/MiniMaxAIController.cs
@@ -5,7 +5,7 @@ using UnityEngine;
 
 public static class MiniMaxAIController
 {
-    private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
+    private const int SEARCH_DEPTH = 4; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
     private const int WIN_COUNT = 5;
     
     private static int[][] _directions = AIConstants.Directions;
@@ -154,8 +154,8 @@ public static class MiniMaxAIController
         // score가 높은 순으로 정렬 -> 더 좋은 수 먼저 계산하도록 함
         validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3));  
         
-        // 시간 단축을 위해 상위 10-15개만 고려. 일단 15개
-        return validMoves.Take(15).ToList(); 
+        // 시간 단축을 위해 상위 10-15개만 고려.
+        return validMoves.Take(10).ToList(); 
     }
     
     private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3)
@@ -312,285 +312,4 @@ public static class MiniMaxAIController
 
         return fiveInARowMoves;
     }
-/*
-    #region Evaluate Score
-    
-    // 특정 위치의 Score를 평가하는 새로운 함수
-    private static float EvaluateMove(Enums.PlayerType[,] board, int row, int col)
-    {
-        float score = 0;
-        board[row, col] = _AIPlayerType;
-        
-        foreach (var dir in _directions)
-        {
-            // CountStones를 사용하나 캐시에 저장X, 가상 계산이기 때문..
-            var (count, openEnds) = CountStones(board, row, col, dir, _AIPlayerType, false);
-            
-            if (count >= 4) 
-            {
-                score += 10000;
-            }
-            else if (count == 3)
-            {
-                score += (openEnds == 2) ? 1000 : (openEnds == 1) ? 100 : 10;
-            }
-            else if (count == 2)
-            {
-                score += (openEnds == 2) ? 50 : (openEnds == 1) ? 10 : 5;
-            }
-            else if (count == 1)
-            {
-                score += (openEnds == 2) ? 10 : (openEnds == 1) ? 5 : 1;
-            }
-        }
-        
-        // 상대 돌로 바꿔서 평가
-        board[row, col] = Enums.PlayerType.PlayerB;
-        
-        foreach (var dir in _directions)
-        {
-            // 캐시 저장X
-            var (count, openEnds) = CountStones(board, row, col, dir, Enums.PlayerType.PlayerB, false);
-            
-            // 상대 패턴 차단에 대한 가치 (방어 점수)
-            if (count >= 4)
-            {
-                score += 8000; 
-            }
-            else if (count == 3)
-            {
-                score += (openEnds == 2) ? 800 : (openEnds == 1) ? 80 : 8;
-            }
-            else if (count == 2)
-            {
-                score += (openEnds == 2) ? 40 : (openEnds == 1) ? 8 : 4;
-            }
-            else if (count == 1)
-            {
-                score += (openEnds == 2) ? 8 : (openEnds == 1) ? 4 : 1;
-            }
-        }
-        
-        // 원래 상태로 복원
-        board[row, col] = Enums.PlayerType.None;
-        
-        // 중앙에 가까울수록 추가 점수
-        int size = board.GetLength(0);
-        float centerDistance = Math.Max(
-            Math.Abs(row - (size - 1) / 2.0f), 
-            Math.Abs(col - (size - 1) / 2.0f)
-        );
-        float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 30% 가중치
-        
-        return score * centerBonus;
-    }
-
-    // 현재 보드 평가 함수
-    private static float EvaluateBoard(Enums.PlayerType[,] board)
-    {
-        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[])>();
-
-
-        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
-                
-                // 위치 가중치 계산. 중앙 중심으로 돌을 두도록 함
-                float positionWeight = CalculatePositionWeight(row, col, size);
-
-                foreach (var dir in _directions)
-                {
-                    var (count, openEnds) = CountStones(board, row, col, dir, player);
-
-                    // 점수 계산
-                    float patternScore = 0;
-    
-                    if (count >= 5) 
-                    {
-                        Debug.Log("over 5 counts. count amount: " + count);
-                        patternScore = 100000;
-                    }
-                    else if (count == 4)
-                    {
-                        patternScore = (openEnds == 2) ? 15000 : (openEnds == 1) ? 5000 : 500;
-                        
-                        // 4 패턴 위치 저장
-                        if (openEnds >= 1)
-                        {
-                            if (player == _AIPlayerType)
-                                ai4Positions.Add((row, col, dir));
-                            else
-                                player4Positions.Add((row, col, dir));
-                        }
-                    }
-                    else if (count == 3)
-                    {
-                        patternScore = (openEnds == 2) ? 3000 : (openEnds == 1) ? 500 : 50;
-                        
-                        // 3 패턴 위치 저장
-                        if (openEnds == 2)
-                        {
-                            if (player == _AIPlayerType)
-                                aiOpen3Positions.Add((row, col, dir));
-                            else
-                                playerOpen3Positions.Add((row, col, dir));
-                        }
-                    }
-                    else if (count == 2)
-                    {
-                        patternScore = (openEnds == 2) ? 100 : (openEnds == 1) ? 30 : 10;
-                    }
-                    else if (count == 1)
-                    {
-                        patternScore = (openEnds == 2) ? 10 : 1;
-                    }
-    
-                    // 위치 가중치 적용
-                    patternScore *= positionWeight;
-                    
-                    // 최종 점수 적용 (플레이어는 음수)
-                    score += playerScore * patternScore;
-                }
-            }
-        }
-        
-        // 2. 복합 패턴 감지 및 점수 부여 (4,4 / 3,3 / 4,3)
-        int aiThreeThree = DetectDoubleThree(aiOpen3Positions);
-        int playerThreeThree = DetectDoubleThree(playerOpen3Positions);
-    
-        int aiFourFour = DetectDoubleFour(ai4Positions);
-        int playerFourFour = DetectDoubleFour(player4Positions);
-    
-        int aiFourThree = DetectFourThree(ai4Positions, aiOpen3Positions);
-        int playerFourThree = DetectFourThree(player4Positions, playerOpen3Positions);
-    
-        // 복합 패턴 점수 추가
-        score += aiThreeThree * 8000;
-        score -= playerThreeThree * 8000;
-    
-        score += aiFourFour * 12000;
-        score -= playerFourFour * 12000;
-    
-        score += aiFourThree * 10000;
-        score -= playerFourThree * 10000;
-        
-        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 1.2f - (0.4f * distance);
-    }
-    
-    // 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;
-    }
-
-    // 방향이 평행한지 확인하는 함수
-    private static bool AreParallelDirections(int[] dir1, int[] dir2)
-    {
-        return (dir1[0] == dir2[0] && dir1[1] == dir2[1]) || 
-               (dir1[0] == -dir2[0] && dir1[1] == -dir2[1]);
-    }
-
-    // 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;
-    }
-    
-#endregion
-*/
 }