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MinMax.c
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#include "chess.h"
/*
* MinMax function
* Input: Board ,color, a pointer for the bestMove result , the originalMaxDepth, the "current" maxDepth , MinMax (that represent if we trying to maximize or minimize) , and a pointers for the casteling moves.
* Every call:
* 1. Create a list for possible moves for the current player(Computer or User) using getMove function
* 2. For every move in the list, create a copy of "board" , execute that move on that board, calls getBestMove on the new board and compare the return values
* with the other return values
* 3. Stop condition: maxDepth=0 -> then calculate return the score of the current board
* 4. bestMove pointer will be changed only when originalMaxDepth=maxDepth , meaning only the first call will change it
* 5. we need to perform malloc and free only on "**bestMove" when in level originalMaxDepth
* Uses color in order to decide how to getMoves and how to calculate the score
*/
int getBestMove(char board[BOARD_SIZE][BOARD_SIZE], char color, Move_List **bestMoves, int originalMaxDepth, int maxDepth, int MinMax, int alpa, int beta, int* isTheWhiteKingMoves, int* isTheWhiteRightRookMoves, int* isTheWhiteLeftRookMoves, int* isTheBlackKingMoves, int* isTheBlackRightRookMoves, int* isTheBlackLeftRookMoves)
{
Move_List* move_list;
Move *cur_move;
int WhiteKing = *isTheWhiteKingMoves;
int WhiteRightRook = *isTheWhiteRightRookMoves;
int WhiteLeftRook = *isTheWhiteLeftRookMoves;
int BlackKing = *isTheBlackKingMoves;
int BlackRightRook = *isTheBlackRightRookMoves;
int BlackLeftRook = *isTheBlackLeftRookMoves;
char new_board[BOARD_SIZE][BOARD_SIZE];
int cur_score;
int res_score;
if (maxDepth == 0) // recursion STOP condition
{
return getScore(board, color); // return the score of the current Board
}
//Get all the possible moves
if (MinMax == 1) // We need to get the computer optional moves
{
//Check what is the computer color , and get all of the computer possible moves
if (color == 'w')
{
move_list = getMoves(board, color, *isTheWhiteKingMoves, *isTheWhiteRightRookMoves, *isTheWhiteLeftRookMoves);
}
else
{
move_list = getMoves(board, color, *isTheBlackKingMoves, *isTheBlackRightRookMoves, *isTheBlackLeftRookMoves);
}
cur_score = -1001; // Initialize the lowest possible score
}
else // We need to get the user optional moves
{
if (color == 'w')
{
move_list = getMoves(board, 'b', *isTheBlackKingMoves, *isTheBlackRightRookMoves, *isTheBlackLeftRookMoves);
}
else
{
move_list = getMoves(board, 'w', *isTheWhiteKingMoves, *isTheWhiteRightRookMoves, *isTheWhiteLeftRookMoves);
}
cur_score = 1001; // Initialize the highest possible score
}
cur_move = move_list->head;
//Walk through all the possible moves
while (cur_move != NULL) // move_list->move != NULL to make sure player isn't stuck
{
copyBoard(board, new_board);
if (board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_P || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_N || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_B || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_R || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_Q || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_K)
{
executeMove(new_board, cur_move, isTheWhiteKingMoves, isTheWhiteRightRookMoves, isTheWhiteLeftRookMoves);
}
else
{
executeMove(new_board, cur_move, isTheBlackKingMoves, isTheBlackRightRookMoves, isTheBlackLeftRookMoves);
}
if (MinMax == 1)
{
res_score = getBestMove(new_board, color, NULL, originalMaxDepth, maxDepth - 1, 0, alpa, beta, isTheWhiteKingMoves, isTheWhiteRightRookMoves, isTheWhiteLeftRookMoves, isTheBlackKingMoves, isTheBlackRightRookMoves, isTheBlackLeftRookMoves);
}
else
{
res_score = getBestMove(new_board, color, NULL, originalMaxDepth, maxDepth - 1, 1, alpa, beta, isTheWhiteKingMoves, isTheWhiteRightRookMoves, isTheWhiteLeftRookMoves, isTheBlackKingMoves, isTheBlackRightRookMoves, isTheBlackLeftRookMoves);
}
//back to normal:
*isTheWhiteKingMoves = WhiteKing;
*isTheWhiteRightRookMoves = WhiteRightRook;
*isTheWhiteLeftRookMoves = WhiteLeftRook;
*isTheBlackKingMoves = BlackKing;
*isTheBlackRightRookMoves = BlackRightRook;
*isTheBlackLeftRookMoves = BlackLeftRook;
if (res_score == cur_score)
{
if (originalMaxDepth == maxDepth && bestMoves != NULL) // The final move we return is always from the first level
{
appendMoveToMoveList2(*bestMoves, copyMove(cur_move));
}
}
//Get Maximum score or Minimum score according to "MinMax" value
if ((MinMax == 1 && res_score > cur_score) || (MinMax == 0 && res_score < cur_score))
{
cur_score = res_score;
if (originalMaxDepth == maxDepth) // The final move we return is always from the first level
{
free_Move_List(*bestMoves);
*bestMoves = createEmptyMoveList();
appendMoveToMoveList2(*bestMoves, copyMove(cur_move));
//(*bestMoves)->head = cur_move;
}
}
if (MinMax == 0 && cur_score < beta)
{
beta = cur_score;
}
if (MinMax == 1 && cur_score > alpa)
{
alpa = cur_score;
}
if (beta <= alpa)
{
break;
}
cur_move = cur_move->next; //continue to the next move
}
if (move_list != NULL && move_list->head == NULL) //No moves!
{
if (MinMax == 1)
{
if (thereIsCheck(board, color))
{
cur_score = -1000;
}
else
{
cur_score = -900;
}
}
else
{
if (color == 'w')
{
if (thereIsCheck(board, 'b'))
{
cur_score = 1000;
}
else
{
cur_score = 900;
}
}
else
{
if (thereIsCheck(board, 'w'))
{
cur_score = 1000;
}
else
{
cur_score = 900;
}
}
}
}
//if (originalMaxDepth == maxDepth) //Change the move that we return
//{
// if (bestMove != NULL && *bestMove != NULL && move_list != NULL)
// {
// remove_from_list(&move_list, *bestMove); // Remove bestMove from move_list so it wouldn't be freed cause we need to return it and use it later!
// }
//}
free_Move_List(move_list); //Free Memory
//printf("%d\n", cur_score);
return cur_score;
}
/*
* MinMax function
* Input: Board ,color, a pointer for the bestMove result , the originalMaxDepth, the "current" maxDepth , MinMax (that represent if we trying to maximize or minimize) , and a pointers for the casteling moves.
* Every call:
* 1. Create a list for possible moves for the current player(Computer or User) using getMove function
* 2. For every move in the list, create a copy of "board" , execute that move on that board, calls getBestMove on the new board and compare the return values
* with the other return values
* 3. Stop condition: maxDepth=0 -> then calculate return the score of the current board
* 4. bestMove pointer will be changed only when originalMaxDepth=maxDepth , meaning only the first call will change it
* 5. we need to perform malloc and free only on "**bestMove" when in level originalMaxDepth
* Uses color in order to decide how to getMoves and how to calculate the score
*/
int getBestMove2(char board[BOARD_SIZE][BOARD_SIZE], char color, int* numOfCalls, Move_List **bestMoves, int originalMaxDepth, int maxDepth, int MinMax, int alpa, int beta, int* isTheWhiteKingMoves, int* isTheWhiteRightRookMoves, int* isTheWhiteLeftRookMoves, int* isTheBlackKingMoves, int* isTheBlackRightRookMoves, int* isTheBlackLeftRookMoves)
{
if (*numOfCalls == 0)
{
return 7777;
}
else
{
*numOfCalls = *numOfCalls - 1;
}
Move_List* move_list;
Move *cur_move;
int WhiteKing = *isTheWhiteKingMoves;
int WhiteRightRook = *isTheWhiteRightRookMoves;
int WhiteLeftRook = *isTheWhiteLeftRookMoves;
int BlackKing = *isTheBlackKingMoves;
int BlackRightRook = *isTheBlackRightRookMoves;
int BlackLeftRook = *isTheBlackLeftRookMoves;
char new_board[BOARD_SIZE][BOARD_SIZE];
int cur_score;
int res_score;
if (maxDepth == 0) // recursion STOP condition
{
return getScore2(board, color); // return the score of the current Board
}
//Get all the possible moves
if (MinMax == 1) // We need to get the computer optional moves
{
//Check what is the computer color , and get all of the computer possible moves
if (color == 'w')
{
move_list = getMoves(board, color, *isTheWhiteKingMoves, *isTheWhiteRightRookMoves, *isTheWhiteLeftRookMoves);
}
else
{
move_list = getMoves(board, color, *isTheBlackKingMoves, *isTheBlackRightRookMoves, *isTheBlackLeftRookMoves);
}
cur_score = -1001; // Initialize the lowest possible score
}
else // We need to get the user optional moves
{
if (color == 'w')
{
move_list = getMoves(board, 'b', *isTheBlackKingMoves, *isTheBlackRightRookMoves, *isTheBlackLeftRookMoves);
}
else
{
move_list = getMoves(board, 'w', *isTheWhiteKingMoves, *isTheWhiteRightRookMoves, *isTheWhiteLeftRookMoves);
}
cur_score = 1001; // Initialize the highest possible score
}
cur_move = move_list->head;
//Walk through all the possible moves
while (cur_move != NULL) // move_list->move != NULL to make sure player isn't stuck
{
copyBoard(board, new_board);
if (board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_P || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_N || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_B || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_R || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_Q || board[cur_move->startPos->x - 'a'][cur_move->startPos->y - 1] == WHITE_K)
{
executeMove(new_board, cur_move, isTheWhiteKingMoves, isTheWhiteRightRookMoves, isTheWhiteLeftRookMoves);
}
else
{
executeMove(new_board, cur_move, isTheBlackKingMoves, isTheBlackRightRookMoves, isTheBlackLeftRookMoves);
}
if (MinMax == 1)
{
res_score = getBestMove2(new_board, color, numOfCalls, NULL, originalMaxDepth, maxDepth - 1, 0, alpa, beta, isTheWhiteKingMoves, isTheWhiteRightRookMoves, isTheWhiteLeftRookMoves, isTheBlackKingMoves, isTheBlackRightRookMoves, isTheBlackLeftRookMoves);
}
else
{
res_score = getBestMove2(new_board, color, numOfCalls, NULL, originalMaxDepth, maxDepth - 1, 1, alpa, beta, isTheWhiteKingMoves, isTheWhiteRightRookMoves, isTheWhiteLeftRookMoves, isTheBlackKingMoves, isTheBlackRightRookMoves, isTheBlackLeftRookMoves);
}
if (res_score == 7777)
{
free_Move_List(move_list);
return 7777;
}
//back to normal:
*isTheWhiteKingMoves = WhiteKing;
*isTheWhiteRightRookMoves = WhiteRightRook;
*isTheWhiteLeftRookMoves = WhiteLeftRook;
*isTheBlackKingMoves = BlackKing;
*isTheBlackRightRookMoves = BlackRightRook;
*isTheBlackLeftRookMoves = BlackLeftRook;
if (res_score == cur_score)
{
if (originalMaxDepth == maxDepth && bestMoves != NULL) // The final move we return is always from the first level
{
appendMoveToMoveList2(*bestMoves, copyMove(cur_move));
}
}
//Get Maximum score or Minimum score according to "MinMax" value
if ((MinMax == 1 && res_score > cur_score) || (MinMax == 0 && res_score < cur_score))
{
cur_score = res_score;
if (originalMaxDepth == maxDepth) // The final move we return is always from the first level
{
free_Move_List(*bestMoves);
*bestMoves = createEmptyMoveList();
appendMoveToMoveList2(*bestMoves, copyMove(cur_move));
//(*bestMoves)->head = cur_move;
}
}
if (MinMax == 0 && cur_score < beta)
{
beta = cur_score;
}
if (MinMax == 1 && cur_score > alpa)
{
alpa = cur_score;
}
if (beta <= alpa)
{
break;
}
cur_move = cur_move->next; //continue to the next move
}
if (move_list != NULL && move_list->head == NULL) //No moves!
{
if (MinMax == 1)
{
if (thereIsCheck(board, color))
{
cur_score = -1000;
}
else
{
cur_score = -900;
}
}
else
{
if (color == 'w')
{
if (thereIsCheck(board, 'b'))
{
cur_score = 1000;
}
else
{
cur_score = 900;
}
}
else
{
if (thereIsCheck(board, 'w'))
{
cur_score = 1000;
}
else
{
cur_score = 900;
}
}
}
}
//if (originalMaxDepth == maxDepth) //Change the move that we return
//{
// if (bestMove != NULL && *bestMove != NULL && move_list != NULL)
// {
// remove_from_list(&move_list, *bestMove); // Remove bestMove from move_list so it wouldn't be freed cause we need to return it and use it later!
// }
//}
free_Move_List(move_list); //Free Memory
//printf("%d\n", cur_score);
return cur_score;
}