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); // 점수 계산 float patternScore = EvaluatePattern(count, openEnds); // 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); } // 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)); } } // 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; } // 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) { 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; } } // 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; } }