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Minimax implementation #171
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,120 @@ | ||
| (function (exports) { | ||
| 'use strict'; | ||
| /* eslint max-params: 0 */ | ||
|
|
||
| /** | ||
| * @param {Function} getPossibleNextStatesFn Function which returns all possible next moves with states . | ||
| * @param {Function} isGameOverFn Function which returns if game is over. | ||
| * @param {Function} getScoreFn Function which returns score. | ||
| * @return {Function} minimax function | ||
| */ | ||
| function minimaxBuilder( | ||
| getPossibleNextStatesFn, | ||
| isGameOverFn, | ||
| getScoreFn | ||
| ) { | ||
| /** | ||
| * Minimax (sometimes MinMax, MM[1] or saddle point[2]) is a decision rule used in artificial intelligence, | ||
| * decision theory, game theory, statistics, and philosophy for minimizing the possible loss for a worst case (maximum loss) scenario. | ||
| * Optimized with alpha-beta pruning. | ||
| * {@link https://en.wikipedia.org/wiki/Minimax} | ||
| * {@link https://en.wikipedia.org/wiki/Alpha%E2%80%93beta_pruning} | ||
| * | ||
| * @public | ||
| * @module others/minimax | ||
| * | ||
| * @example | ||
| * | ||
| * var miniMax = | ||
| * require('path-to-algorithms/src/others/minimax').minimax; | ||
| * var result = minimax( | ||
| * [1, 2, 3], | ||
| * true, | ||
| * 5, | ||
| * -Infinity, | ||
| * Infinity, | ||
| * state => ({ move: 0, state: [2, 3, 4] }), | ||
| * state => state[1] < 3, | ||
| * state => state[1] | ||
| * ); | ||
| * | ||
| * @param {*} state Current game state | ||
| * @param {Boolean} maximize Defines if the result should be maximized or minimized | ||
| * @param {Number} depth Defines the maximum depth search | ||
| * @param {Number} alpha Maximum score that the minimizing player is assured | ||
| * @param {Number} beta Minimum score that the maximizing player is assured | ||
| * @return {{score: Number, move: *}} which contains the minimum coins from the given | ||
| * list, required for the change. | ||
| */ | ||
| const minimax = ( | ||
| state, | ||
| maximize, | ||
| depth, | ||
| alpha, | ||
| beta | ||
| ) => { | ||
| if (depth === 0 || isGameOverFn(state)) { | ||
| const score = getScoreFn(state); | ||
| return {score, move: null}; | ||
| } | ||
|
|
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| const possibleMoveResults = getPossibleNextStatesFn(state); | ||
|
|
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| if (maximize) { | ||
|
|
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| let maxResult = {score: -Infinity, move: null}; | ||
|
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| for (const next of possibleMoveResults) { | ||
| const result = minimax( | ||
| next.state, | ||
| false, | ||
| depth - 1, | ||
| alpha, | ||
| beta, | ||
| ); | ||
|
|
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| if (result.score > maxResult.score) { | ||
| maxResult = {score: result.score, move: next.move}; | ||
| } | ||
|
|
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| alpha = Math.max(alpha, result.score); | ||
|
|
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| if (alpha >= beta) { | ||
| break; | ||
| } | ||
| } | ||
|
|
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| return maxResult; | ||
| } else { | ||
| let minResult = {score: Infinity, move: null}; | ||
|
|
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| for (const next of possibleMoveResults) { | ||
| const result = minimax( | ||
| next.state, | ||
| true, | ||
| depth - 1, | ||
| alpha, | ||
| beta, | ||
| ); | ||
|
|
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| if (result.score < minResult.score) { | ||
| minResult = {score: result.score, move: next.move}; | ||
| } | ||
|
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| beta = Math.min(beta, result.score); | ||
|
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| if (beta <= alpha) { | ||
| break; | ||
| } | ||
| } | ||
|
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| return minResult; | ||
| } | ||
| } | ||
|
|
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| return minimax; | ||
| } | ||
|
|
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| exports.minimaxBuilder = minimaxBuilder; | ||
|
|
||
| })(typeof window === 'undefined' ? module.exports : window); | ||
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