package fr.iut_fbleau.Bot; import fr.iut_fbleau.Avalam.*; import fr.iut_fbleau.GameAPI.*; import java.util.*; public class DivineBot extends AbstractGamePlayer { private final Player me; private final int maxDepth; private final Random rng = new Random(); public DivineBot(Player p, int maxDepth) { super(p); this.me = p; this.maxDepth = maxDepth; } @Override public AbstractPly giveYourMove(IBoard board) { if (board == null || board.isGameOver()) return null; List moves = listMoves(board); int bestValue = Integer.MIN_VALUE; List bestMoves = new ArrayList<>(); for (AbstractPly m : moves) { IBoard next = board.safeCopy(); next.doPly(m); // On regarde l'avenir int value = alphaBeta(next, maxDepth - 1, Integer.MIN_VALUE, Integer.MAX_VALUE); if (value > bestValue) { bestValue = value; bestMoves.clear(); bestMoves.add(m); } else if (value == bestValue) { bestMoves.add(m); } } return bestMoves.get(rng.nextInt(bestMoves.size())); } private int alphaBeta(IBoard board, int depth, int alpha, int beta) { if (board.isGameOver()) { Result r = board.getResult(); if (r == Result.DRAW) return 0; // On vérifie strictement si MON joueur a gagné boolean winP1 = (r == Result.WIN); boolean amIP1 = (me == Player.PLAYER1); return (winP1 == amIP1) ? 1000000 : -1000000; } if (depth == 0) return evaluate(board); boolean isMax = (board.getCurrentPlayer() == me); int best = isMax ? Integer.MIN_VALUE : Integer.MAX_VALUE; for (AbstractPly m : listMoves(board)) { IBoard next = board.safeCopy(); next.doPly(m); int val = alphaBeta(next, depth - 1, alpha, beta); if (isMax) { best = Math.max(best, val); alpha = Math.max(alpha, best); } else { best = Math.min(best, val); beta = Math.min(beta, best); } if (alpha >= beta) break; } return best; } private int evaluate(IBoard board) { if (!(board instanceof AvalamBoard)) return 0; AvalamBoard b = (AvalamBoard) board; // On définit clairement les couleurs Color myColor = (me == Player.PLAYER1) ? Color.YELLOW : Color.RED; Color oppColor = (myColor == Color.YELLOW) ? Color.RED : Color.YELLOW; int score = 0; for (int r = 0; r < AvalamBoard.SIZE; r++) { for (int c = 0; c < AvalamBoard.SIZE; c++) { Tower t = b.getTowerAt(r, c); if (t == null || t.getHeight() == 0) continue; int h = t.getHeight(); int weight = 0; // Étape 1 : Est-ce que cette tour est "finie" ou isolée ? if (h == 5 || isIsolated(b, r, c)) { weight = 1000; // Point sécurisé } else { // Étape 2 : Si la tour est prenable par l'ennemi if (isVulnerable(b, r, c, oppColor)) { // Si c'est ma tour, c'est un danger (-200) // Si c'est la sienne, c'est une opportunité (+50) weight = -200; } else { // Étape 3 : Barème de progression sécurisée switch (h) { case 4: weight = 400; break; case 3: weight = 150; break; case 2: weight = 60; break; default: weight = 10; break; } } } if (t.getColor() == myColor) score += weight; else score -= weight; } } return score; } private boolean isIsolated(AvalamBoard b, int r, int c) { for (int dr = -1; dr <= 1; dr++) { for (int dc = -1; dc <= 1; dc++) { if (dr == 0 && dc == 0) continue; Tower n = b.getTowerAt(r + dr, c + dc); if (n != null && n.getHeight() > 0) return false; } } return true; } private boolean isVulnerable(AvalamBoard b, int r, int c, Color enemyColor) { int myHeight = b.getTowerAt(r, c).getHeight(); for (int dr = -1; dr <= 1; dr++) { for (int dc = -1; dc <= 1; dc++) { if (dr == 0 && dc == 0) continue; Tower n = b.getTowerAt(r + dr, c + dc); // Si un ennemi peut sauter dessus pour faire une tour <= 5 if (n != null && n.getColor() == enemyColor && (n.getHeight() + myHeight <= 5)) { return true; } } } return false; } private List listMoves(IBoard board) { List moves = new ArrayList<>(); Iterator it = board.iterator(); while (it.hasNext()) moves.add(it.next()); return moves; } }