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3DChess/app/src/main/java/chess/ai/ais/AlphaBetaAI.java
fl.du.pr Grens 97950403a5
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class documentation - a shitload of it
2025-05-18 20:08:22 +02:00

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Java

package chess.ai.ais;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ExecutionException;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import chess.ai.*;
import chess.ai.actions.*;
import chess.ai.alphabeta.*;
import chess.controller.CommandExecutor;
import chess.model.Color;
import common.Signal1;
/**
* Extends AI. Bot based on the alpha-beta method of resolution.
*/
public class AlphaBetaAI extends AI {
private final int searchDepth;
private static final float MAX_FLOAT = Float.MAX_VALUE;
private static final float MIN_FLOAT = -MAX_FLOAT;
private final ExecutorService threadPool;
public final Signal1<Integer> onStartEval = new Signal1<>();
public final Signal1<Float> onCompleteEval = new Signal1<>();
public final Signal1<Float> onProgress = new Signal1<>();
public AlphaBetaAI(CommandExecutor commandExecutor, Color color, int searchDepth) {
super(commandExecutor, color);
this.searchDepth = searchDepth;
int threadCount = Runtime.getRuntime().availableProcessors();
this.threadPool = Executors.newFixedThreadPool(threadCount,
new AlphaBetaThreadCreator(commandExecutor, color, threadCount));
}
private AIAction getBestMove() {
List<AIAction> actions = getAllowedActions();
List<Future<Float>> moveEvaluations = new ArrayList<>(actions.size());
float bestMoveValue = MIN_FLOAT;
AIAction bestMove = null;
this.onStartEval.emit(actions.size());
for (AIAction action : actions) {
moveEvaluations.add(this.threadPool.submit(() -> {
return AlphaBetaThreadCreator.getMoveValue(action, this.searchDepth);
}));
}
for (int i = 0; i < actions.size(); i++) {
this.onProgress.emit((float) i / (float) actions.size());
AIAction action = actions.get(i);
float value = MIN_FLOAT;
try {
value = moveEvaluations.get(i).get();
} catch (InterruptedException | ExecutionException e) {
e.printStackTrace();
}
if (value > bestMoveValue) {
bestMoveValue = value;
bestMove = action;
}
}
this.onCompleteEval.emit(bestMoveValue);
return bestMove;
}
@Override
public void onGameEnd() {
this.threadPool.close();
}
@Override
protected void play() {
AIAction move = getBestMove();
move.applyAction();
}
@Override
public CommandExecutor getCommandExecutor() {
return super.getCommandExecutor();
}
}