Actualiser src/backend/AutoPlayer.java
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@ -4,162 +4,190 @@ import java.util.ArrayList;
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import java.util.Random;
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public class AutoPlayer {
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private static final int MAX_DEPTH = 2; // Reduced depth for faster computation
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private static final Random random = new Random();
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private static final int MAX_DEPTH = 3;
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private Random random = new Random();
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/**
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* Computes a move for the current player with a deliberate delay
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*
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* @param board Current state of the board
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* @return A reasonable move
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* Computes the best move for the current player
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* @param board Current board state
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* @return The best move found
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*/
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public Move computeBestMove(Board board) {
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if (board == null) {
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ArrayList<Move> validMoves = generateAllValidMoves(board);
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if (validMoves.isEmpty()) {
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return null;
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}
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// Add deliberate delay to simulate "thinking"
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try {
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Thread.sleep(500); // 0.5 second delay
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} catch (InterruptedException e) {
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// Ignore interruption
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}
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boolean isWhiteTurn = board.isTurnWhite();
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ArrayList<Move> possibleMoves = generatePossibleMoves(board);
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if (possibleMoves.isEmpty()) {
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return null;
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}
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// 20% chance to make a random move for unpredictability
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if (random.nextDouble() < 0.2) {
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return possibleMoves.get(random.nextInt(possibleMoves.size()));
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}
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Move bestMove = null;
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int bestScore = isWhiteTurn ? Integer.MIN_VALUE : Integer.MAX_VALUE;
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int bestScore = Integer.MIN_VALUE;
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boolean isMaximizing = board.isTurnWhite();
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for (Move move : possibleMoves) {
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// Evaluate each move using minimax algorithm
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for (Move move : validMoves) {
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// Create a copy of the board and apply the move
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Board boardCopy = new Board(board);
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boardCopy.playMove(move);
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int score = minimax(boardCopy, MAX_DEPTH - 1, !isWhiteTurn);
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// Evaluate the resulting position
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int score = minimax(boardCopy, MAX_DEPTH - 1, Integer.MIN_VALUE, Integer.MAX_VALUE, !isMaximizing);
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if ((isWhiteTurn && score > bestScore) || (!isWhiteTurn && score < bestScore)) {
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// Update best move if this is better
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if (score > bestScore || (score == bestScore && random.nextBoolean())) {
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bestScore = score;
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bestMove = move;
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}
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}
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return bestMove != null ? bestMove : possibleMoves.get(random.nextInt(possibleMoves.size()));
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return bestMove;
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}
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/**
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* Simplified minimax algorithm without alpha-beta pruning
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* Generates all valid moves for the current player
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* @param board Current board state
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* @return List of all valid moves
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*/
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private int minimax(Board board, int depth, boolean isWhiteTurn) {
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if (depth == 0) {
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return evaluateBoard(board);
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}
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ArrayList<Move> possibleMoves = generatePossibleMoves(board);
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if (possibleMoves.isEmpty()) {
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return evaluateBoard(board);
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}
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int bestScore = isWhiteTurn ? Integer.MIN_VALUE : Integer.MAX_VALUE;
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for (Move move : possibleMoves) {
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Board boardCopy = new Board(board);
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boardCopy.playMove(move);
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int score = minimax(boardCopy, depth - 1, !isWhiteTurn);
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if (isWhiteTurn) {
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bestScore = Math.max(bestScore, score);
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} else {
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bestScore = Math.min(bestScore, score);
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}
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}
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return bestScore;
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}
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/**
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* Simplified board evaluation
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*/
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private int evaluateBoard(Board board) {
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int score = 0;
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for (Piece piece : board.getPieces()) {
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int pieceValue = getPieceValue(piece.getType());
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score += piece.isWhite() ? pieceValue : -pieceValue;
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}
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return score;
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}
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/**
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* Basic piece values
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*/
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private int getPieceValue(PieceType type) {
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switch (type) {
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case Pawn: return 100;
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case Knight: return 300;
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case Bishop: return 300;
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case Rook: return 500;
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case Queen: return 900;
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case King: return 10000;
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default: return 0;
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}
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}
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/**
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* Generates all possible legal moves for the current player
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*/
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private ArrayList<Move> generatePossibleMoves(Board board) {
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ArrayList<Move> possibleMoves = new ArrayList<>();
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private ArrayList<Move> generateAllValidMoves(Board board) {
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ArrayList<Move> moves = new ArrayList<>();
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boolean isWhiteTurn = board.isTurnWhite();
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// Get all pieces of the current player
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for (Piece piece : board.getPieces()) {
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if (piece.isWhite() == isWhiteTurn) {
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possibleMoves.addAll(generateMovesForPiece(board, piece));
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}
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}
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return possibleMoves;
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}
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/**
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* Generates all possible legal moves for a specific piece
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*/
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private ArrayList<Move> generateMovesForPiece(Board board, Piece piece) {
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ArrayList<Move> moves = new ArrayList<>();
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int x = piece.getX();
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int y = piece.getY();
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// For each piece, simulate selecting it and get valid moves
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Board tempBoard = new Board(board);
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tempBoard.userTouch(x, y);
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tempBoard.userTouch(piece.getX(), piece.getY());
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for (int toX = 0; toX < board.getWidth(); toX++) {
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for (int toY = 0; toY < board.getHeight(); toY++) {
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if (tempBoard.isHighlighted(toX, toY)) {
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// For each valid highlighted position, create a move
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for (int x = 0; x < board.getWidth(); x++) {
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for (int y = 0; y < board.getHeight(); y++) {
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if (tempBoard.isHighlighted(x, y)) {
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// Create a move for this valid destination
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Piece capturedPiece = null;
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for (Piece boardPiece : board.getPieces()) {
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if (boardPiece.getX() == toX && boardPiece.getY() == toY) {
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capturedPiece = boardPiece;
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for (Piece p : board.getPieces()) {
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if (p.getX() == x && p.getY() == y) {
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capturedPiece = p;
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break;
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}
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}
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moves.add(new Move(x, y, toX, toY, piece, capturedPiece));
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moves.add(new Move(piece.getX(), piece.getY(), x, y, piece, capturedPiece));
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}
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}
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}
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}
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}
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return moves;
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}
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/**
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* Minimax algorithm with alpha-beta pruning
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* @param board Current board state
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* @param depth Current search depth
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* @param alpha Alpha value for pruning
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* @param beta Beta value for pruning
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* @param isMaximizing Whether we're maximizing or minimizing
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* @return Best score for the position
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*/
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private int minimax(Board board, int depth, int alpha, int beta, boolean isMaximizing) {
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// Base case: reached max depth or game over
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if (depth == 0) {
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return evaluateBoard(board);
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}
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ArrayList<Move> validMoves = generateAllValidMoves(board);
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if (validMoves.isEmpty()) {
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return evaluateBoard(board);
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}
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if (isMaximizing) {
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int maxScore = Integer.MIN_VALUE;
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for (Move move : validMoves) {
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Board boardCopy = new Board(board);
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boardCopy.playMove(move);
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int score = minimax(boardCopy, depth - 1, alpha, beta, false);
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maxScore = Math.max(maxScore, score);
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alpha = Math.max(alpha, score);
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if (beta <= alpha) {
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break; // Beta cutoff
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}
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}
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return maxScore;
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} else {
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int minScore = Integer.MAX_VALUE;
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for (Move move : validMoves) {
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Board boardCopy = new Board(board);
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boardCopy.playMove(move);
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int score = minimax(boardCopy, depth - 1, alpha, beta, true);
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minScore = Math.min(minScore, score);
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beta = Math.min(beta, score);
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if (beta <= alpha) {
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break; // Alpha cutoff
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}
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}
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return minScore;
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}
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}
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/**
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* Evaluates a board position
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* @param board Board to evaluate
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* @return Score for the position (positive favors white, negative favors black)
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*/
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private int evaluateBoard(Board board) {
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int score = 0;
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for (Piece piece : board.getPieces()) {
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int pieceValue = getPieceValue(piece.getType());
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int positionBonus = getPositionBonus(piece);
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// Add piece value (positive for white, negative for black)
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score += piece.isWhite() ? pieceValue + positionBonus : -(pieceValue + positionBonus);
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}
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return score;
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}
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/**
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* Returns the material value of a piece type
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* @param type Piece type
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* @return Value of the piece
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*/
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private int getPieceValue(PieceType type) {
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switch (type) {
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case Pawn: return 100;
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case Knight: return 320;
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case Bishop: return 330;
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case Rook: return 500;
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case Queen: return 900;
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case King: return 20000;
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default: return 0;
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}
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}
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/**
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* Gets a bonus for piece position (higher for center control, etc.)
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* @param piece The piece to evaluate
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* @return Position bonus value
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*/
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private int getPositionBonus(Piece piece) {
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// Simple position evaluation:
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// - Pawns: advance toward promotion
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// - Other pieces: control center squares
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int x = piece.getX();
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int y = piece.getY();
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int centerDistance = Math.abs(x - 3) + Math.abs(y - 3);
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if (piece.getType() == PieceType.Pawn) {
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// Bonus for advancing pawns
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return piece.isWhite() ? (7 - y) * 10 : y * 10;
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} else {
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// Bonus for controlling center (higher for knights and bishops)
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int centerBonus = (8 - centerDistance) * 5;
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if (piece.getType() == PieceType.Knight || piece.getType() == PieceType.Bishop) {
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centerBonus *= 2;
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}
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return centerBonus;
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}
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}
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}
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