2026-01-26 13:41:48 +01:00
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package fr.iut_fbleau.Bot;
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2026-01-29 13:34:40 -05:00
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import fr.iut_fbleau.Avalam.AvalamBoard;
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import fr.iut_fbleau.Avalam.Color;
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import fr.iut_fbleau.Avalam.Tower;
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2026-01-26 13:41:48 +01:00
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import fr.iut_fbleau.GameAPI.AbstractGamePlayer;
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import fr.iut_fbleau.GameAPI.AbstractPly;
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import fr.iut_fbleau.GameAPI.IBoard;
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import fr.iut_fbleau.GameAPI.Player;
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import fr.iut_fbleau.GameAPI.Result;
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import java.util.ArrayList;
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import java.util.Iterator;
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import java.util.List;
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import java.util.Random;
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2026-01-26 13:41:48 +01:00
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/**
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2026-01-29 13:34:40 -05:00
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* Bot Alpha-Beta avec cut-off (profondeur maximale).
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*
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* Idée :
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* - si on atteint la profondeur limite, on évalue la position (heuristique).
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* - sinon, on explore les coups avec Alpha-Beta (minimax optimisé).
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*
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*
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2026-01-26 13:41:48 +01:00
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*/
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public class AlphaBetaBot extends AbstractGamePlayer {
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2026-01-29 13:34:40 -05:00
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//Attributs
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/** Joueur contrôlé par ce bot (PLAYER1 ou PLAYER2). */
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private final Player me;
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/** Profondeur maximale de recherche (cut-off). */
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private final int maxDepth;
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/** Générateur aléatoire pour départager des coups de même valeur. */
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private final Random rng = new Random();
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//Constructeur
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/**
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* Construit un bot Alpha-Beta.
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*
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* @param p joueur contrôlé par ce bot
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* @param maxDepth profondeur maximale de recherche
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*/
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public AlphaBetaBot(Player p, int maxDepth) {
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super(p);
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this.me = p;
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this.maxDepth = Math.max(1, maxDepth);
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2026-01-26 13:41:48 +01:00
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}
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2026-01-29 13:34:40 -05:00
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//Méthodes
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/**
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* Méthode appelée par GameAPI : le bot doit choisir un coup.
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*
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* @param board copie sûre de l'état de jeu (IBoard)
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* @return un coup (AbstractPly) ou null si aucun coup possible
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*/
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@Override
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public AbstractPly giveYourMove(IBoard board) {
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if (board == null || board.isGameOver()) return null;
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List<AbstractPly> moves = listMoves(board);
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if (moves.isEmpty()) return null;
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boolean isMax = (board.getCurrentPlayer() == me);
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int bestValue = isMax ? Integer.MIN_VALUE : Integer.MAX_VALUE;
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List<AbstractPly> bestMoves = new ArrayList<>();
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int alpha = Integer.MIN_VALUE;
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int beta = Integer.MAX_VALUE;
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for (AbstractPly m : moves) {
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IBoard next = board.safeCopy();
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next.doPly(m);
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int value = alphaBeta(next, maxDepth - 1, alpha, beta);
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if (isMax) {
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if (value > bestValue) {
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bestValue = value;
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bestMoves.clear();
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bestMoves.add(m);
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} else if (value == bestValue) {
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bestMoves.add(m);
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}
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alpha = Math.max(alpha, bestValue);
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} else {
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if (value < bestValue) {
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bestValue = value;
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bestMoves.clear();
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bestMoves.add(m);
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} else if (value == bestValue) {
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bestMoves.add(m);
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}
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beta = Math.min(beta, bestValue);
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}
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}
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return bestMoves.get(rng.nextInt(bestMoves.size()));
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}
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/**
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* Fonction récursive Alpha-Beta.
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*/
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private int alphaBeta(IBoard board, int depth, int alpha, int beta) {
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if (board.isGameOver()) {
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return terminalValue(board);
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}
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if (depth == 0) {
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return evaluate(board);
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}
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boolean isMax = (board.getCurrentPlayer() == me);
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List<AbstractPly> moves = listMoves(board);
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if (moves.isEmpty()) {
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return evaluate(board);
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}
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if (isMax) {
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int best = Integer.MIN_VALUE;
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for (AbstractPly m : moves) {
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IBoard next = board.safeCopy();
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next.doPly(m);
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int val = alphaBeta(next, depth - 1, alpha, beta);
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best = Math.max(best, val);
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alpha = Math.max(alpha, best);
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if (alpha >= beta) break;
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}
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return best;
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} else {
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int best = Integer.MAX_VALUE;
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for (AbstractPly m : moves) {
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IBoard next = board.safeCopy();
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next.doPly(m);
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int val = alphaBeta(next, depth - 1, alpha, beta);
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best = Math.min(best, val);
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beta = Math.min(beta, best);
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if (alpha >= beta) break;
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}
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return best;
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}
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}
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/**
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* Convertit le résultat final en valeur très grande (victoire/défaite).
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* Result est du point de vue de PLAYER1.
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*/
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private int terminalValue(IBoard board) {
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Result r = board.getResult();
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if (r == null) return 0;
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boolean botIsP1 = (me == Player.PLAYER1);
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if (r == Result.DRAW) return 0;
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if (botIsP1) {
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return (r == Result.WIN) ? 100000 : -100000;
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} else {
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return (r == Result.LOSS) ? 100000 : -100000;
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}
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2026-01-26 13:41:48 +01:00
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}
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2026-01-29 13:34:40 -05:00
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/**
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* Heuristique simple Avalam :
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* score = (tours du bot) - (tours adverses)
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*/
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private int evaluate(IBoard board) {
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if (!(board instanceof AvalamBoard)) return 0;
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AvalamBoard b = (AvalamBoard) board;
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Color botColor = (me == Player.PLAYER1) ? Color.YELLOW : Color.RED;
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Color oppColor = (me == Player.PLAYER1) ? Color.RED : Color.YELLOW;
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int botTowers = 0;
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int oppTowers = 0;
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for (int r = 0; r < AvalamBoard.SIZE; r++) {
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for (int c = 0; c < AvalamBoard.SIZE; c++) {
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Tower t = b.getTowerAt(r, c);
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if (t == null) continue;
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if (t.getColor() == botColor) botTowers++;
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else if (t.getColor() == oppColor) oppTowers++;
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}
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}
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return botTowers - oppTowers;
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}
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/**
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* Récupère tous les coups légaux via iterator().
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*/
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private List<AbstractPly> listMoves(IBoard board) {
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List<AbstractPly> moves = new ArrayList<>();
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Iterator<AbstractPly> it = board.iterator();
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while (it.hasNext()) moves.add(it.next());
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return moves;
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}
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//Affichage
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2026-01-26 13:41:48 +01:00
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}
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