|
1
|
|
|
<?php |
|
2
|
|
|
|
|
3
|
|
|
namespace lucidtaz\minimax\engine; |
|
4
|
|
|
|
|
5
|
|
|
use lucidtaz\minimax\game\GameState; |
|
6
|
|
|
use lucidtaz\minimax\game\Player; |
|
7
|
|
|
|
|
8
|
|
|
/** |
|
9
|
|
|
* Node in the decision search tree |
|
10
|
|
|
* An object of this class can be queried for its ideal decision (and according |
|
11
|
|
|
* score) by calling the decide() method. It will recursively construct child |
|
12
|
|
|
* nodes and evaluate them using that method as well. |
|
13
|
|
|
*/ |
|
14
|
|
|
class DecisionNode |
|
15
|
|
|
{ |
|
16
|
|
|
/** |
|
17
|
|
|
* @var Player The player to optimize for. |
|
18
|
|
|
*/ |
|
19
|
|
|
private $objectivePlayer; |
|
20
|
|
|
|
|
21
|
|
|
/** |
|
22
|
|
|
* @var GameState The current GameState to base future decisions on. |
|
23
|
|
|
*/ |
|
24
|
|
|
private $state; |
|
25
|
|
|
|
|
26
|
|
|
/** |
|
27
|
|
|
* @var int Limit on how deep we can continue to search, recursion limiter. |
|
28
|
|
|
*/ |
|
29
|
|
|
private $depthLeft; |
|
30
|
|
|
|
|
31
|
|
|
/** |
|
32
|
|
|
* @var NodeType Whether we are a min-node or a max-node. This enables the |
|
33
|
|
|
* caller to select either the most favorable or the least favorable |
|
34
|
|
|
* outcome. |
|
35
|
|
|
*/ |
|
36
|
|
|
private $type; |
|
37
|
|
|
|
|
38
|
|
|
/** |
|
39
|
|
|
* @param Player $objectivePlayer The Player to optimize for |
|
40
|
|
|
* @param GameState $state Current GameState to base decisions on |
|
41
|
|
|
* @param int $depthLeft Recursion limiter |
|
42
|
|
|
* @param NodeType $type Signifies whether to minimize or maximize the score |
|
43
|
|
|
*/ |
|
44
|
13 |
|
public function __construct(Player $objectivePlayer, GameState $state, int $depthLeft, NodeType $type) |
|
45
|
|
|
{ |
|
46
|
13 |
|
$this->objectivePlayer = $objectivePlayer; |
|
47
|
13 |
|
$this->state = $state; |
|
48
|
13 |
|
$this->depthLeft = $depthLeft; |
|
49
|
13 |
|
$this->type = $type; |
|
50
|
13 |
|
} |
|
51
|
|
|
|
|
52
|
|
|
/** |
|
53
|
|
|
* Determine the ideal decision for this node |
|
54
|
|
|
* This means either the best or the worst possible outcome for the |
|
55
|
|
|
* objective player, based on who is actually playing. (If the objective |
|
56
|
|
|
* player is currently playing, we take the best outcome, otherwise we take |
|
57
|
|
|
* the worst. This reflects that the opponent also plays optimally.) |
|
58
|
|
|
* @return DecisionWithScore |
|
59
|
|
|
*/ |
|
60
|
13 |
|
public function decide(): DecisionWithScore |
|
61
|
|
|
{ |
|
62
|
13 |
|
if ($this->depthLeft == 0) { |
|
63
|
11 |
|
return $this->makeLeafResult(); |
|
64
|
|
|
} |
|
65
|
|
|
|
|
66
|
|
|
/* @var $possibleMoves GameState[] */ |
|
67
|
13 |
|
$possibleMoves = $this->state->getPossibleMoves(); |
|
68
|
13 |
|
if (empty($possibleMoves)) { |
|
69
|
10 |
|
return $this->makeLeafResult(); |
|
70
|
|
|
} |
|
71
|
|
|
|
|
72
|
12 |
|
$bestDecisionWithScore = null; |
|
73
|
12 |
|
foreach ($possibleMoves as $move) { |
|
74
|
12 |
|
$bestDecisionWithScore = $this->evaluateMove($move, $bestDecisionWithScore); |
|
75
|
|
|
} |
|
76
|
|
|
|
|
77
|
12 |
|
return $bestDecisionWithScore; |
|
78
|
|
|
} |
|
79
|
|
|
|
|
80
|
|
|
/** |
|
81
|
|
|
* Formulate the resulting decision, considering we do not look any further |
|
82
|
|
|
* The reason for not looking further can either be due to hitting the |
|
83
|
|
|
* recursion limit or because the game has actually concluded. |
|
84
|
|
|
* @return DecisionWithScore |
|
85
|
|
|
*/ |
|
86
|
13 |
|
private function makeLeafResult(): DecisionWithScore |
|
87
|
|
|
{ |
|
88
|
13 |
|
$result = new DecisionWithScore; |
|
89
|
13 |
|
$result->age = $this->depthLeft; |
|
90
|
13 |
|
$result->score = $this->state->evaluateScore($this->objectivePlayer); |
|
91
|
13 |
|
return $result; |
|
92
|
|
|
} |
|
93
|
|
|
|
|
94
|
|
|
/** |
|
95
|
|
|
* Apply a move and evaluate the outcome |
|
96
|
|
|
* @param GameState $stateAfterMove The result of taking the move |
|
97
|
|
|
* @param DecisionWithScore $bestResultSoFar Best result encountered so far. |
|
98
|
|
|
* @todo Can probably be cleaned up by moving that logic to the caller. |
|
99
|
|
|
* @return DecisionWithScore |
|
100
|
|
|
*/ |
|
101
|
12 |
|
private function evaluateMove( |
|
102
|
|
|
GameState $stateAfterMove, |
|
103
|
|
|
DecisionWithScore $bestResultSoFar = null |
|
104
|
|
|
): DecisionWithScore { |
|
105
|
12 |
|
$childResult = $this->buildAndEvaluateChildNode($stateAfterMove); |
|
106
|
|
|
|
|
107
|
12 |
|
$replaced = false; |
|
108
|
12 |
|
$bestResult = $this->replaceIfBetter( |
|
109
|
|
|
$childResult, |
|
110
|
|
|
$bestResultSoFar, |
|
111
|
|
|
$replaced |
|
112
|
|
|
); |
|
113
|
12 |
|
if ($replaced) { |
|
114
|
|
|
// Register that the decision was reached by applying the currently |
|
115
|
|
|
// evaluated move. We cannot get this decision (GameState) from the |
|
116
|
|
|
// result itself, because it's already many levels deeper in the |
|
117
|
|
|
// game tree. |
|
118
|
12 |
|
$bestResult->decision = $stateAfterMove; |
|
119
|
|
|
} |
|
120
|
|
|
|
|
121
|
12 |
|
return $bestResult; |
|
122
|
|
|
} |
|
123
|
|
|
|
|
124
|
|
|
/** |
|
125
|
|
|
* Recursively evaluate a child decision |
|
126
|
|
|
* @param GameState $stateAfterMove The GameState that was created as a |
|
127
|
|
|
* result of the current move. |
|
128
|
|
|
* @return DecisionWithScore |
|
129
|
|
|
*/ |
|
130
|
12 |
|
private function buildAndEvaluateChildNode(GameState $stateAfterMove): DecisionWithScore |
|
131
|
|
|
{ |
|
132
|
12 |
|
$nextPlayerIsFriendly = $stateAfterMove->getNextPlayer()->isFriendsWith($this->objectivePlayer); |
|
133
|
12 |
|
$nextDecisionPoint = new static( |
|
134
|
12 |
|
$this->objectivePlayer, |
|
135
|
|
|
$stateAfterMove, |
|
136
|
12 |
|
$this->depthLeft - 1, |
|
137
|
12 |
|
$nextPlayerIsFriendly ? $this->type : $this->type->alternate() |
|
138
|
|
|
); |
|
139
|
12 |
|
return $nextDecisionPoint->decide(); |
|
140
|
|
|
} |
|
141
|
|
|
|
|
142
|
|
|
/** |
|
143
|
|
|
* Take the best of the two operands |
|
144
|
|
|
* The meaning of "best" is decided by the "ideal" member variable |
|
145
|
|
|
* comparator |
|
146
|
|
|
* @param DecisionWithScore $new |
|
147
|
|
|
* @param DecisionWithScore $current |
|
148
|
|
|
* @param bool $replaced Set to true if the second operand was better |
|
149
|
|
|
* @return DecisionWithScore |
|
150
|
|
|
*/ |
|
151
|
12 |
|
private function replaceIfBetter( |
|
152
|
|
|
DecisionWithScore $new, |
|
153
|
|
|
DecisionWithScore $current = null, |
|
154
|
|
|
&$replaced = false |
|
155
|
|
|
): DecisionWithScore { |
|
156
|
12 |
|
if ($current === null) { |
|
157
|
12 |
|
$replaced = true; |
|
158
|
12 |
|
return $new; |
|
159
|
|
|
} |
|
160
|
|
|
|
|
161
|
11 |
|
$ideal = $this->type == NodeType::MIN() |
|
162
|
11 |
|
? DecisionWithScore::getWorstComparator() |
|
163
|
11 |
|
: DecisionWithScore::getBestComparator(); |
|
164
|
11 |
|
$idealDecisionWithScore = $ideal($new, $current); |
|
165
|
11 |
|
if ($idealDecisionWithScore === $new) { |
|
166
|
9 |
|
$replaced = true; |
|
167
|
9 |
|
return $new; |
|
168
|
|
|
} |
|
169
|
|
|
|
|
170
|
11 |
|
$replaced = false; |
|
171
|
11 |
|
return $current; |
|
172
|
|
|
} |
|
173
|
|
|
} |
|
174
|
|
|
|