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Content of file GstKopplungNegaMaxMultithreading.java

package de.fhdw.gaming.ipspiel23.gst.strategies.impl;

import java.util.ArrayList;
import java.util.Collection;
import java.util.List;
import java.util.Optional;
import java.util.concurrent.ExecutorService;
import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.atomic.AtomicReference;

import de.fhdw.gaming.core.domain.GameException;
import de.fhdw.gaming.core.domain.Move;
import de.fhdw.gaming.core.domain.Player;
import de.fhdw.gaming.core.domain.State;
import de.fhdw.gaming.ipspiel23.gst.domain.IKopplung;
import de.fhdw.gaming.ipspiel23.gst.strategies.domain.IGstKopplungsMiniMaxStrategy;

/**
 * An implementation of the IGstKopplungsMiniMaxStrategy interface using the
 * NegaMax algorithm with alpha beta pruning and Time based Iterative Deepening.
 *
 * @param <P> The type of player in the game.
 * @param <S> The type of state in the game.
 * @author borkowitz
 */
public class GstKopplungNegaMaxMultithreading<P extends Player<P>, S extends State<P, S>>
        implements IGstKopplungsMiniMaxStrategy<P, S> {

    /**
     * Calculates the best move for the current player of a Game in a given Game state using the NegaMax algorithm.
     * Too complex, but not easily simplifyable. Warning suppressed.
     *
     * @param kopplung               The game object representing the specific game being played.
     * @param state                  The current state of the game.
     * @param maximumComputationTime The maximum computation time allowed for calculating the move.
     * @return An optional containing the calculated best move, or empty if no move is available.
     */
    @SuppressWarnings({ "checkstyle:CyclomaticComplexity", "PMD.CyclomaticComplexity", "PMD.CognitiveComplexity" })
    @Override
    public Optional<Move<P, S>> calculateBestMove(final IKopplung<P, S> kopplung, final S state, // NOPMD by Dave on
                                                                                                 // 26.06.23, 22:57
            final int maximumComputationTime) {
        Optional<Move<P, S>> bestMove = Optional.empty();
        final AtomicReference<Integer> bestMoveScore = new AtomicReference<>(Integer.MIN_VALUE);
        final ExecutorService executorService = Executors
                .newFixedThreadPool(Runtime.getRuntime().availableProcessors());

        try {
            final Long startTime = System.currentTimeMillis();
            final Optional<Collection<Move<P, S>>> possiblesMovesOptional = kopplung.getPossibleMoves(state);

            if (possiblesMovesOptional.isPresent() && !possiblesMovesOptional.get().isEmpty()) {
                for (int i = 0;; i++) {
                    final Integer depth = i;
                    if ((System.currentTimeMillis() - startTime) > (maximumComputationTime / 2)) {
                        break;
                    }

                    final List<Future<Integer>> futures = new ArrayList<>();
                    final List<Move<P, S>> moves = new ArrayList<>(possiblesMovesOptional.get());

                    for (final Move<P, S> move : moves) {
                        final S copiedState = state.deepCopy();
                        final P currentPlayer = kopplung.getCurrentPlayer(copiedState).get();
                        move.applyTo(copiedState, currentPlayer);
                        copiedState.nextTurn();

                        futures.add(executorService.submit(
                                () -> -this.negamax(kopplung, copiedState, depth, Integer.MIN_VALUE,
                                        Integer.MAX_VALUE)));
                    }

                    for (final Future<Integer> future : futures) {
                        final Integer moveScore = future.get(); // Wait for all threads to complete
                        if (moveScore > bestMoveScore.get()) {
                            bestMoveScore.set(moveScore);
                            bestMove = Optional.of(moves.get(futures.indexOf(future)));
                        }
                    }
                }
            }
            // System.out.println(bestMove);
            return bestMove;
        } catch (final Exception e) {
            e.printStackTrace();
printStackTrace auf System.out nicht erlaubt.

Since Checkstyle 6.0

This class is variation on RegexpSingleline for detecting single lines that match a supplied regular expression in Java files. It supports suppressing matches in Java comments.

return bestMove; } finally { executorService.shutdown(); } } /** * Extracted. * * @param kopplung * @param state * @param move * @return * @throws GameException */ private S simulateMove(final IKopplung<P, S> kopplung, final S state, final Move<P, S> move) throws GameException { final S copiedState = state.deepCopy(); final P currentPlayer = kopplung.getCurrentPlayer(copiedState).get(); move.applyTo(copiedState, currentPlayer); copiedState.nextTurn(); return copiedState; } /** * Performs the NegaMax algorithm to evaluate the score of a Game state. * Too complex, but not easily simplifyable. Warning suppressed. * * @param kopplung The game object representing the specific game being played. * @param state The current state of the game. * @param depth The current depth of the algorithm. * @param alpha The alpha value for alpha-beta pruning. * @param beta The beta value for alpha-beta pruning. * @return The evaluated score of the state. * @throws Exception */ @SuppressWarnings({ "checkstyle:CyclomaticComplexity", "PMD.CyclomaticComplexity", "PMD.CognitiveComplexity" }) private Integer negamax(final IKopplung<P, S> kopplung, final S state, final Integer depth, final Integer alpha, final Integer beta) throws GameException { final Optional<Collection<Move<P, S>>> possiblesMovesOptional = kopplung.getPossibleMoves(state); if (depth == 0 || kopplung.getIsGameOver(state).get()) { return kopplung.evalState(state).get(); } if (possiblesMovesOptional.isPresent() && possiblesMovesOptional.get().size() > 0) { Integer score = Integer.MIN_VALUE; Integer modAlpha = alpha; for (final Move<P, S> move : possiblesMovesOptional.get()) { final S copiedState = this.simulateMove(kopplung, state, move); final Integer childScore = -this.negamax(kopplung, copiedState, depth - 1, -beta, -modAlpha); if (childScore > score) { score = childScore - depth; } modAlpha = Math.max(modAlpha, score); if (modAlpha >= beta) { break; } } return score; } throw new GameException("Something went wrong with Negamax"); } }