I've implemented the following MiniMax algorithm for my Android Reversi game:

@Override
public Field findBestMove(GameBoard gb, int depth, boolean player) 
{   
/** maximum depth of search reached, we stop */
if(depth >= max_depth) return null;

//player = (depth+1)%2 + 1;

/** getting a list of moves to chose from */
ArrayList <Field> moves = findAllPossibleMoves(gb, player); 

Field best_move = null;

/** iterating over all possible moves, to find the best one */      
for (int i=0; i<moves.size(); i++)
{
    /** board to simulate moves */
    GameBoard temp_board = new GameBoard(gb);
    /** getting the current move */
    Field move = moves.get(i);      
    /** simulating the move for the current node */
    game.move(move, temp_board, player);
    Log.i("board", "Depth:"+depth+" Player:"+player+" Move:"+i+" Rating:"+evaluate(temp_board));
    Log.i("board", ""+moves.get(i).getX()+","+moves.get(i).getY());         
    temp_board.printBoard();
    /** getting to the next inferior node */            
    Field best_deep_move = findBestMove (temp_board, depth + 1, !player);           

    /** if the maximum depth is reached, we have a null, so we evaluate */
    if (best_deep_move == null) 
    {
        move.setRating(evaluate (temp_board));
    }
    /** if we are not the deepest possible, we get the rating from the lower node */
    else 
    {
        move.setRating(best_deep_move.getRating());         
        Log.i("eval", ""+best_deep_move.getRating());
    }           
    if(best_move == null) 
    {
        best_move = move;           
    }

    else
    {   
        Log.i("update", "Current move rating:"+move.getRating());
        Log.i("update", "New move rating:"+best_move.getRating());
        if (depth%2==0)
        {
            Log.i("update", "MAX player");
            /** for us, we look for the maximum */
            if (best_move.getRating() < move.getRating()) 
                {


                best_move = move;

                }

        }
        else
        {
            Log.i("update", "MIN player");
            /** for the opponent, we look for the minimum */
            if (best_move.getRating() > move.getRating())
            { 


                best_move = move;

            }
        }
        Log.i("update", "Updated move rating"+best_move.getRating());
    }
}

return best_move;

}

I've made myself familiar with the Alpha-Beta pruning in theory, though I'm having some trouble proceeding with applying that knowledge in this algorithm. Thanks in advance

有帮助吗?

解决方案

There following changes that need to done to your code to implement alpha-beta pruning:-

  1. pass a parameter public Field findBestMove(GameBoard gb, int depth, boolean player,int aplha_beta)

  2. Stop recursion if current best_move will never affect alpha_beta of previous depth.

    if(player == max && best_move!=null && aplha_beta <= best_move.getRating()) {
    
               return(best_move);
     }
    
     if(player == min && best_move!=null && alpha_beta >= best_move.getRating()) {
    
            return(best_move);
     }
    
     Field best_deep_move = findBestMove(temp_board,depth+1,!player,best_move.getRating());
    
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