Alpha beta pruning for minimax implementation
I'm trying to create an AI player for a game using the minimax algorithm with alpha-beta pruning. I'm having some trouble trying to implement it properly. I have 2 functions to work with, one to evaluate the current state of my board for a given player (that returns some score) getBoardScore, and another to return all the possible board states created by every possible move (from a given board state for a given player) getPossibleBoards.
My AI makes a move by initially calling alphaBeta, passing it the current board state. It then sets a new board state from a variable 'bestBoard' which the alphaBeta function had recursively modified. Here is my code for my alphaBeta function:
static int MAX = -1;
static int MIN = 1;
Board node;
Board bestBoard;
public int alphaBeta(Board node, int depth, int alpha, int beta, int player) {
if (depth == 0 || node.gameFinished()) {
return node.getBoardScore(player);
}
ArrayList<Board> childNodes = node.getPossibleBoards(player); //All valid moves from current the board state
if (player == MAX) {
for (Board currentBoard: childNodes) {
int result = alphaBeta(currentBoard, depth-1, alpha, beta, -player);
if (alpha < result) {
alpha = result;
bestBoard = currentBoard;
}
if (beta <= alpha) {
break; //alpha cut-off
}
}
return alpha;
}
else {
for (Board currentBoard: childNodes) {
int result = alphaBeta(currentBoard, depth-1, alpha, beta, -player);
if (beta > result) {
beta = result;
bestBoard = currentBoard;
}
if (beta <= alpha) {
break; //alpha cut-off
}
}
return beta;
}
}
My issue is that it's just setting my bestBoard variable to the last board state looked at (and not the optimal one). I can't seem to figure out where I should be setting my bestBoard variable (or if I should have some condition before I set it). Could anyone point me in the right direction? Thanks
我认为问题在于,只有当您处于搜索的第一层时,才需要保存bestBoard
。
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