Updated on autoplayer
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@ -1,6 +1,8 @@
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package backend;
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import java.util.ArrayList;
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import java.util.Random;
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public class AutoPlayer {
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private Random rand = new Random();
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@ -12,26 +14,74 @@ public class AutoPlayer {
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*/
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public Move computeBestMove(Board board) {
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ArrayList<Move> allMoves = new ArrayList<>();
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Move bestMove = null;
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int bestScore = Integer.MIN_VALUE;
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//Detect Ai's color
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boolean aiIsWhite = board.isTurnWhite();
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//Go through all pieces on the board
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for(Piece piece : board.getPieces()) {
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//only choose the active color's piece
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if(piece.isWhite() == board.isTurnWhite()) {
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//Get valid moves for this piece
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ArrayList<int[]> validMoves = board.getValidMoves(piece);
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//convert each position into a move object
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for (int[] dest : validMoves) {
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Board simulatedBoard = new Board(board);//copy the board first
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Piece simpiece = simulatedBoard.board[piece.getY()][piece.getX()]; //get matching piece in the copied board
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Move move = new Move(piece, dest[0], dest[1]);
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allMoves.add(move);
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}
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}
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}
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//Pick a random move from the list
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if (!allMoves.isEmpty()) {
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return allMoves.get(rand.nextInt(allMoves.size()));
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simulatedBoard.playMove(move);
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int score = evaluate(simulatedBoard, aiIsWhite);
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if (score > bestScore) {
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bestScore = score;
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bestMove = new Move(piece, dest[0], dest[1]);//use original piece for
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}
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return null;
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}
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}
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}
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return bestMove;
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}
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//Helper method to score a board state
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private int evaluate(Board board, boolean aiIsWhite) {
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int score = 0;
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for (Piece p : board.getPieces()) {
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int value = 0;
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switch (p.getType()) {
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case Pawn:
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value = 1;
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break;
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case Knight:
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case Bishop:
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value = 3;
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break;
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case Rook:
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value = 5;
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break;
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case Queen:
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value = 9;
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break;
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case King:
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value = 1000;
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break;
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}
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//Add value if iit's current turnn's color, subtract if opponent
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if (p.isWhite() == aiIsWhite) {
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score += value;
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}
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else {
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score -= value;
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}
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}
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return score;
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}
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}
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