Actualiser src/backend/AutoPlayer.java

This commit is contained in:
Guillaume VALLENET 2025-04-25 15:40:41 +02:00
parent 91da7823ad
commit 9f5b27769f
1 changed files with 159 additions and 4 deletions

View File

@ -1,10 +1,165 @@
package backend; package backend;
public class AutoPlayer { import java.util.ArrayList;
import java.util.Random;
public class AutoPlayer {
private static final int MAX_DEPTH = 2; // Reduced depth for faster computation
private static final Random random = new Random();
/**
* Computes a move for the current player with a deliberate delay
*
* @param board Current state of the board
* @return A reasonable move
*/
public Move computeBestMove(Board board) { public Move computeBestMove(Board board) {
// This will be implemented in Part 4 if (board == null) {
// For now, just return null or a placeholder move
return null; return null;
} }
// Add deliberate delay to simulate "thinking"
try {
Thread.sleep(500); // 0.5 second delay
} catch (InterruptedException e) {
// Ignore interruption
}
boolean isWhiteTurn = board.isTurnWhite();
ArrayList<Move> possibleMoves = generatePossibleMoves(board);
if (possibleMoves.isEmpty()) {
return null;
}
// 20% chance to make a random move for unpredictability
if (random.nextDouble() < 0.2) {
return possibleMoves.get(random.nextInt(possibleMoves.size()));
}
Move bestMove = null;
int bestScore = isWhiteTurn ? Integer.MIN_VALUE : Integer.MAX_VALUE;
for (Move move : possibleMoves) {
Board boardCopy = new Board(board);
boardCopy.playMove(move);
int score = minimax(boardCopy, MAX_DEPTH - 1, !isWhiteTurn);
if ((isWhiteTurn && score > bestScore) || (!isWhiteTurn && score < bestScore)) {
bestScore = score;
bestMove = move;
}
}
return bestMove != null ? bestMove : possibleMoves.get(random.nextInt(possibleMoves.size()));
}
/**
* Simplified minimax algorithm without alpha-beta pruning
*/
private int minimax(Board board, int depth, boolean isWhiteTurn) {
if (depth == 0) {
return evaluateBoard(board);
}
ArrayList<Move> possibleMoves = generatePossibleMoves(board);
if (possibleMoves.isEmpty()) {
return evaluateBoard(board);
}
int bestScore = isWhiteTurn ? Integer.MIN_VALUE : Integer.MAX_VALUE;
for (Move move : possibleMoves) {
Board boardCopy = new Board(board);
boardCopy.playMove(move);
int score = minimax(boardCopy, depth - 1, !isWhiteTurn);
if (isWhiteTurn) {
bestScore = Math.max(bestScore, score);
} else {
bestScore = Math.min(bestScore, score);
}
}
return bestScore;
}
/**
* Simplified board evaluation
*/
private int evaluateBoard(Board board) {
int score = 0;
for (Piece piece : board.getPieces()) {
int pieceValue = getPieceValue(piece.getType());
score += piece.isWhite() ? pieceValue : -pieceValue;
}
return score;
}
/**
* Basic piece values
*/
private int getPieceValue(PieceType type) {
switch (type) {
case Pawn: return 100;
case Knight: return 300;
case Bishop: return 300;
case Rook: return 500;
case Queen: return 900;
case King: return 10000;
default: return 0;
}
}
/**
* Generates all possible legal moves for the current player
*/
private ArrayList<Move> generatePossibleMoves(Board board) {
ArrayList<Move> possibleMoves = new ArrayList<>();
boolean isWhiteTurn = board.isTurnWhite();
for (Piece piece : board.getPieces()) {
if (piece.isWhite() == isWhiteTurn) {
possibleMoves.addAll(generateMovesForPiece(board, piece));
}
}
return possibleMoves;
}
/**
* Generates all possible legal moves for a specific piece
*/
private ArrayList<Move> generateMovesForPiece(Board board, Piece piece) {
ArrayList<Move> moves = new ArrayList<>();
int x = piece.getX();
int y = piece.getY();
Board tempBoard = new Board(board);
tempBoard.userTouch(x, y);
for (int toX = 0; toX < board.getWidth(); toX++) {
for (int toY = 0; toY < board.getHeight(); toY++) {
if (tempBoard.isHighlighted(toX, toY)) {
Piece capturedPiece = null;
for (Piece boardPiece : board.getPieces()) {
if (boardPiece.getX() == toX && boardPiece.getY() == toY) {
capturedPiece = boardPiece;
break;
}
}
moves.add(new Move(x, y, toX, toY, piece, capturedPiece));
}
}
}
return moves;
}
} }