-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathBoardController.ts
More file actions
521 lines (423 loc) · 18.4 KB
/
BoardController.ts
File metadata and controls
521 lines (423 loc) · 18.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
export class BoardController {
public grid: number[][];
private lastGrid: string = ""; // Für die Ko-Regel
public currentPlayer: number = 2; // 1 = Weiß, 2 = Schwarz
// private cashSound = new Audio('cash.wav');
constructor(size: number) {
this.grid = Array.from({ length: size }, () => Array(size).fill(0));
}
setCell(x: number, y: number, value: number): { success: boolean, stonesRemoved: boolean } {
if (isNaN(x) || isNaN(y) || x < 0 || x >= this.grid.length || y < 0 || y >= this.grid.length) {
console.error(`Ungültige Werte! x=${x}, y=${y}`);
return { success: false, stonesRemoved: false };
}
if (this.grid[y][x] !== 0) {
return { success: false, stonesRemoved: false }; // Feld ist bereits belegt
}
let previousState = this.getBoardState();
this.grid[y][x] = value;
const stonesRemoved = this.checkCaptures(x, y, value);
if (this.getBoardState() === this.lastGrid) {
this.grid[y][x] = 0;
console.warn("Ko-Regel! Der gleiche Zustand darf nicht wiederholt werden.");
return { success: false, stonesRemoved: false };
}
if (this.getLiberties(this.getStoneGroup(x, y)) === 0) {
this.grid[y][x] = 0;
console.warn("Selbstmordregel! Du darfst dich nicht selbst fangen.");
return { success: false, stonesRemoved: false };
}
this.lastGrid = previousState;
this.currentPlayer = this.currentPlayer === 1 ? 2 : 1;
return { success: true, stonesRemoved };
}
getCurrentPlayer(): number {
return this.currentPlayer;
}
setCurrentPlayer(player: number) {
this.currentPlayer = player;
}
getCell(x: number, y: number): number {
return (x >= 0 && x < this.grid.length && y >= 0 && y < this.grid.length) ? this.grid[y][x] : 0;
}
public clear() {
this.grid = Array.from({ length: this.grid.length }, () => Array(this.grid.length).fill(0));
this.lastGrid = "";
}
/** Holt eine zusammenhängende Gruppe von Steinen */
private getStoneGroup(x: number, y: number): number[][] {
let color = this.getCell(x, y);
if (color === 0) return [];
let visited = new Set<string>();
let group: number[][] = [];
let stack = [[x, y]];
while (stack.length > 0) {
let [cx, cy] = stack.pop()!;
let key = `${cx},${cy}`;
if (!visited.has(key) && this.getCell(cx, cy) === color) {
visited.add(key);
group.push([cx, cy]);
// **Nachbarn überprüfen, aber AUCH außerhalb des Felds checken!**
for (let [dx, dy] of [[0, -1], [0, 1], [-1, 0], [1, 0]]) {
let nx = cx + dx;
let ny = cy + dy;
if (nx >= 0 && ny >= 0 && nx < this.grid.length && ny < this.grid.length) {
stack.push([nx, ny]);
}
}
}
}
return group;
}
/** Gibt die Anzahl der Freiheiten einer Gruppe zurück */
private getLiberties(group: number[][]): number {
let liberties = new Set<string>();
for (let [x, y] of group) {
for (let [dx, dy] of [[0, -1], [0, 1], [-1, 0], [1, 0]]) {
let nx = x + dx;
let ny = y + dy;
if (nx >= 0 && ny >= 0 && nx < this.grid.length && ny < this.grid.length) {
if (this.getCell(nx, ny) === 0) {
liberties.add(`${nx},${ny}`);
}
}
}
}
// **DEBUG: Zeige die Anzahl der gefundenen Freiheiten in der Konsole**
console.log(`Gruppe hat ${liberties.size} Freiheiten`);
return liberties.size;
}
/** Prüft, ob gegnerische Gruppen gefangen wurden */private checkCaptures(x: number, y: number, currentPlayer: number): boolean {
const opponent = currentPlayer === 1 ? 2 : 1;
let capturedGroups: number[][][] = [];
let stonesRemoved = false;
for (let [dx, dy] of [[0, -1], [0, 1], [-1, 0], [1, 0]]) {
let nx = x + dx;
let ny = y + dy;
if (this.getCell(nx, ny) === opponent) {
let group = this.getStoneGroup(nx, ny);
// Debug-Ausgabe
console.log(`Prüfe Gruppe um (${nx}, ${ny}) mit ${group.length} Steinen`);
if (this.getLiberties(group) === 0) {
capturedGroups.push(group);
}
}
}
for (let group of capturedGroups) {
for (let [gx, gy] of group) {
this.grid[gy][gx] = 0;
stonesRemoved = true;
}
}
return stonesRemoved;
}
public countPoints(): { white: number; black: number } {
let whiteStones = 0, blackStones = 0;
let visited = new Set<string>();
for (let y = 0; y < this.grid.length; y++) {
for (let x = 0; x < this.grid.length; x++) {
if (this.grid[y][x] === 1) whiteStones++;
if (this.grid[y][x] === 2) blackStones++;
// **Freie Gebiete prüfen**
if (this.grid[y][x] === 0 && !visited.has(`${x},${y}`)) {
let territory = this.getTerritory(x, y, visited);
if (territory.color === 1) whiteStones += territory.size;
if (territory.color === 2) blackStones += territory.size;
}
}
}
return { white: whiteStones, black: blackStones };
}
/** 🔍 Prüft, ob ein Gebiet nur von einer Farbe umgeben ist */
private getTerritory(x: number, y: number, visited: Set<string>): { size: number, color: number } {
let stack = [[x, y]];
let territory: number[][] = [];
let borderingColors = new Set<number>();
while (stack.length > 0) {
let [cx, cy] = stack.pop()!;
let key = `${cx},${cy}`;
if (visited.has(key)) continue;
visited.add(key);
territory.push([cx, cy]);
for (let [dx, dy] of [[0, -1], [0, 1], [-1, 0], [1, 0]]) {
let nx = cx + dx;
let ny = cy + dy;
if (nx >= 0 && ny >= 0 && nx < this.grid.length && ny < this.grid.length) {
let neighbor = this.getCell(nx, ny);
if (neighbor === 0) {
stack.push([nx, ny]);
} else {
borderingColors.add(neighbor);
}
}
}
}
if (borderingColors.size === 1) {
return { size: territory.length, color: [...borderingColors][0] };
}
return { size: 0, color: 0 };
}
/** 📌 **Brettzustand als String für die Ko-Regel speichern** */
private getBoardState(): string {
return JSON.stringify(this.grid);
}
public getBestMoveMinimax(player: number, depth: number): { x: number, y: number } | null {
const moves = this.getPossibleMoves()
.map(move => ({
move,
score: this.evaluateMove(move.x, move.y, player)
}))
.sort((a, b) => b.score - a.score); // Beste Züge zuerst
// 🛡️ Prüfe, ob ein sofortiger defensiver Zug nötig ist
const defensiveMove = this.getDefensiveMove(player);
if (defensiveMove) return defensiveMove;
let bestMove = null;
let bestScore = this.evaluateBoard(player); // Aktueller Zustand (ohne Zug)
// 🔍 Prüfe nur die Top-5-Kandidaten zur Performancesteigerung
for (let { move } of moves.slice(0, 5)) {
this.grid[move.y][move.x] = player;
const score = this.minimax(depth - 1, -Infinity, Infinity, false, player);
this.grid[move.y][move.x] = 0;
if (score > bestScore) {
bestMove = move;
bestScore = score;
}
}
// 🚩 Falls kein Zug besser als aktuelle Position ist, dann PASS (null)
return bestMove;
}
private getDefensiveMove(player: number): { x: number, y: number } | null {
const dangerGroups = [];
for (let y = 0; y < this.grid.length; y++) {
for (let x = 0; x < this.grid.length; x++) {
if (this.grid[y][x] === player) {
const group = this.getStoneGroup(x, y);
const liberties = this.getLiberties(group);
if (liberties === 1) dangerGroups.push({ group, liberties });
}
}
}
for (let { group } of dangerGroups) {
for (let [gx, gy] of group) {
for (let [dx, dy] of [[0, -1], [0, 1], [-1, 0], [1, 0]]) {
let nx = gx + dx, ny = gy + dy;
if (this.getCell(nx, ny) === 0) {
// simuliere kurz, ob Zug Freiheiten erhöht
this.grid[ny][nx] = player;
let newLiberties = this.getLiberties(group);
this.grid[ny][nx] = 0;
if (newLiberties > 1) return { x: nx, y: ny };
}
}
}
}
return null;
}
private getPossibleMoves(): { x: number, y: number }[] {
let moves: { x: number, y: number }[] = [];
for (let y = 0; y < this.grid.length; y++) {
for (let x = 0; x < this.grid.length; x++) {
if (this.grid[y][x] === 0) {
moves.push({ x, y });
}
}
}
return moves;
}
private evaluateBoard(player: number): number {
// const opponent = player === 1 ? 2 : 1;
let score = 0;
// Kontrolliertes Gebiet stärker gewichten
const territories = this.countPoints();
score += territories[player === 1 ? 'white' : 'black'] * 5;
score -= territories[player === 1 ? 'black' : 'white'] * 5;
// Belohne sichere Gruppen (mindestens 3 Freiheiten)
for (let y = 0; y < this.grid.length; y++) {
for (let x = 0; x < this.grid.length; x++) {
if (this.grid[y][x] === player) {
const liberties = this.getLiberties(this.getStoneGroup(x, y));
score += liberties >= 3 ? 4 : -2; // sichere Gruppen belohnen, unsichere bestrafen
}
}
}
// Augenbildung explizit belohnen
score += this.evaluateEyes(player) * 15;
return score;
}
/** Prüft, ob der Zug den Gegner fangen würde */
private checkSimulatedCaptures(grid: number[][], x: number, y: number, opponent: number): number {
let captured = 0;
for (let [dx, dy] of [[0, -1], [0, 1], [-1, 0], [1, 0]]) {
let nx = x + dx;
let ny = y + dy;
if (nx >= 0 && ny >= 0 && nx < grid.length && ny < grid.length) {
if (grid[ny][nx] === opponent) {
let group = this.getStoneGroup(nx, ny);
if (this.getLiberties(group) === 0) {
captured += group.length; // Anzahl gefangener Steine zählen
}
}
}
}
return captured;
}
private evaluateMove(x: number, y: number, player: number): number {
const opponent = player === 1 ? 2 : 1;
let score = 0;
// Temporäres Spielfeld erzeugen
let tempGrid = JSON.parse(JSON.stringify(this.grid));
tempGrid[y][x] = player;
// Prüfe unmittelbare gegnerische Captures
const opponentCaptured = this.checkSimulatedCaptures(tempGrid, x, y, opponent);
score += opponentCaptured * 60;
// Prüfe, ob Zug eigene Gruppe unmittelbar gefährdet
const ownGroup = this.getStoneGroup(x, y);
const ownLibertiesAfter = this.getLiberties(ownGroup);
if (ownLibertiesAfter === 1) {
score -= 120;
} else {
score += ownLibertiesAfter * 6;
}
// Prüfe gegnerische Gruppen in Atari oder Fast-Atari
for (let y1 = 0; y1 < this.grid.length; y1++) {
for (let x1 = 0; x1 < this.grid.length; x1++) {
if (this.grid[y1][x1] === opponent) {
const oppGroup = this.getStoneGroup(x1, y1);
const oppLiberties = this.getLiberties(oppGroup);
if (oppLiberties === 1) score += 45;
else if (oppLiberties === 2) score += 15;
}
}
}
// Defensive Situationen bewerten
for (let y1 = 0; y1 < this.grid.length; y1++) {
for (let x1 = 0; x1 < this.grid.length; x1++) {
if (this.grid[y1][x1] === player) {
const group = this.getStoneGroup(x1, y1);
if (this.getLiberties(group) === 1) {
this.grid[y][x] = player;
const newLiberties = this.getLiberties(group);
this.grid[y][x] = 0;
if (newLiberties > 1) score += 70;
}
}
}
}
// Snapback-Erkennung
if (this.wouldCauseSnapback(x, y, player)) score -= 100;
// Strategische Zufälligkeit (Noise)
score += (Math.random() - 0.5) * 5;
// NEU: Erkennung großer eingekreister Gruppen
score += this.evaluateEncirclement(player, opponent, x, y) * 0.2;
return score;
}
private evaluateEncirclement(player: number, opponent: number, moveX: number, moveY: number): number {
let encircleScore = 0;
const groupsBefore = this.getAllGroupsWithLiberties(opponent);
this.grid[moveY][moveX] = player;
const groupsAfter = this.getAllGroupsWithLiberties(opponent);
this.grid[moveY][moveX] = 0;
groupsBefore.forEach((before, index) => {
const after = groupsAfter[index];
// Reagiere NUR auf signifikante Freiheit-Reduktion großer Gruppen
if (before.size >= 5 && before.liberties > 2 && after.liberties <= 2) {
encircleScore += (before.size * (3 - after.liberties)) * 5; // moderatere Belohnung
}
});
return encircleScore;
}
private getAllGroupsWithLiberties(color: number): { size: number, liberties: number }[] {
let visited = new Set<string>();
let groups: { size: number, liberties: number }[] = [];
for (let y = 0; y < this.grid.length; y++) {
for (let x = 0; x < this.grid.length; x++) {
const key = `${x},${y}`;
if (!visited.has(key) && this.grid[y][x] === color) {
const group = this.getStoneGroup(x, y);
group.forEach(([gx, gy]) => visited.add(`${gx},${gy}`));
const liberties = this.getLiberties(group);
groups.push({ size: group.length, liberties });
}
}
}
return groups;
}
private wouldCauseSnapback(x: number, y: number, player: number): boolean {
const opponent = player === 1 ? 2 : 1;
let tempGrid = JSON.parse(JSON.stringify(this.grid));
tempGrid[y][x] = player;
// Simuliere Gegner-Zug auf gleichem Punkt nach eigenem Zug
if (this.checkSimulatedCaptures(tempGrid, x, y, opponent) > 0) {
return true; // Snapback erkannt!
}
return false;
}
private minimax(depth: number, alpha: number, beta: number, isMaximizing: boolean, player: number): number {
const opponent = player === 1 ? 2 : 1;
if (depth === 0 || this.isGameOver()) {
return this.evaluateBoard(player);
}
// 🔍 Kandidaten Züge durch evaluateMove vorselektieren
let possibleMoves = this.getPossibleMoves()
.map(move => ({ move, score: this.evaluateMove(move.x, move.y, isMaximizing ? player : opponent) }))
.sort((a, b) => b.score - a.score)
.slice(0, 5)
.map(m => m.move);
if (isMaximizing) {
let maxEval = -Infinity;
for (let move of possibleMoves) {
this.grid[move.y][move.x] = player;
const evalScore = this.minimax(depth - 1, alpha, beta, false, player);
this.grid[move.y][move.x] = 0;
maxEval = Math.max(maxEval, evalScore);
alpha = Math.max(alpha, evalScore);
if (beta <= alpha) break;
}
return maxEval;
} else {
let minEval = Infinity;
for (let move of possibleMoves) {
this.grid[move.y][move.x] = opponent;
const evalScore = this.minimax(depth - 1, alpha, beta, true, player);
this.grid[move.y][move.x] = 0;
minEval = Math.min(minEval, evalScore);
beta = Math.min(beta, evalScore);
if (beta <= alpha) break;
}
return minEval;
}
}
/** 🏆 Prüft, ob das Spiel zu Ende ist (kein freies Feld mehr) */
public isGameOver(): boolean {
for (let y = 0; y < this.grid.length; y++) {
for (let x = 0; x < this.grid.length; x++) {
if (this.grid[y][x] === 0) return false; // Noch freies Feld = Spiel geht weiter
}
}
console.log("🎉 Spiel vorbei!");
return true;
}
// NEU: Bewertung von Augenbildung explizit
private evaluateEyes(player: number): number {
let eyesCount = 0;
for (let y = 0; y < this.grid.length; y++) {
for (let x = 0; x < this.grid.length; x++) {
if (this.grid[y][x] === 0) {
const territory = this.getTerritory(x, y, new Set<string>());
if (territory.size > 0 && territory.color === player) {
if (this.isEye(x, y, player)) eyesCount++;
}
}
}
}
return eyesCount;
}
private isEye(x: number, y: number, player: number): boolean {
for (let [dx, dy] of [[0, -1], [0, 1], [-1, 0], [1, 0]]) {
let nx = x + dx, ny = y + dy;
if (nx < 0 || ny < 0 || nx >= this.grid.length || ny >= this.grid.length) return false;
if (this.getCell(nx, ny) !== player) return false;
}
return true;
}
}