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'''
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Notice that we are using 2 unique moving functions for:
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fox_moves and eagle_moves
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varies on the two genres
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'''
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import random
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from math import inf
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import collections
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piece_score = {"7": 180, "1": 200, "6": 150, "5": 100, "4": 60, "3": 50, "2": 81}
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mouse_score = [[13, 13, 13, 13, 12, 11, 10, 9, 8],
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[25, 20, 15, 18, 16, 13, 10, 9, 8],
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[50, 25, 20, 16, 15, 13, 10, 9, 8],
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[1919810, 50, 20, 11, 9, 9, 9, 9, 0],
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[50, 25, 20, 16, 14, 12, 8, 8, 8],
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[25, 20, 15, 17, 15, 12, 8, 8, 8],
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[11, 11, 10, 8, 8, 8, 8, 8, 8]]
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# eagle_score = [[11, 12, 14, 13, 12, 11, 10, 8, 8],
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# [15, 15, 14, 14, 0, 0, 0, 8, 8],
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# [50, 20, 20, 0, 0, 0, 0, 8, 8],
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# [100000, 50, 20, 13, 12, 11, 10, 8, 0],
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# [50, 20, 20, 14, 0, 0, 0, 8, 8],
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# [15, 12, 15, 14, 0, 0, 0, 8, 8],
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# [11, 12, 14, 13, 12, 11, 10, 8, 8]]
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eagle_score = [[14, 13, 10, 12, 14, 13, 10, 8, 7],
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[15, 15, 14, 0, 0, 0, 9, 8, 6],
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[50, 20, 20, 0, 0, 0, 7, 5, 4],
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[1919810, 50, 20, 14, 13, 11, 10, 8, 0],
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[50, 20, 20, 0, 0, 0, 7, 5, 4],
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[15, 12, 15, 0, 0, 0, 9, 8, 6],
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[14, 12, 10, 13, 14, 13, 10, 8, 7]]
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fox_score = [[11, 12, 14, 13, 12, 11, 10, 8, 8],
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[15, 15, 14, 0, 0, 0, 10, 14, 11],
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[50, 20, 20, 0, 0, 0, 10, 8, 10],
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[1919810, 50, 20, 13, 12, 11, 11, 10, 0],
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[50, 20, 20, 0, 0, 0, 10, 8, 11],
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[15, 12, 15, 0, 0, 0, 10, 14, 11],
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[11, 12, 14, 13, 12, 11, 10, 8, 8]]
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# wolf_score = [[11, 12, 14, 13, 12, 11, 10, 8, 8],
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# [15, 15, 14, 0, 0, 0, 10, 8, 8],
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# [50, 20, 20, 0, 0, 0, 10, 9, 10],
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# [1919810, 50, 20, 13, 12, 11, 11, 10, 0],
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# [50, 20, 20, 0, 0, 0, 10, 9, 10],
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# [15, 12, 15, 0, 0, 0, 10, 8, 8],
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# [11, 12, 14, 13, 12, 11, 10, 8, 8]]
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wolf_score = [[11, 12, 14, 13, 12, 11, 10, 10, 8],
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[15, 15, 14, 0, 0, 0, 10, 14, 10],
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[50, 20, 20, 0, 0, 0, 10, 12, 10],
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[1919810, 50, 20, 12, 11, 10, 11, 12, 0],
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[50, 20, 20, 0, 0, 0, 10, 13, 10],
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[15, 12, 15, 0, 0, 0, 13, 14, 8],
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[11, 12, 14, 13, 12, 10, 11, 12, 8]]
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leopard_score = [[11, 12, 14, 13, 12, 11, 10, 8, 8],
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[15, 15, 14, 0, 0, 0, 10, 8, 8],
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[50, 20, 20, 0, 0, 0, 10, 9, 10],
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[1919810, 50, 20, 13, 12, 11, 11, 10, 0],
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[50, 20, 20, 0, 0, 0, 10, 9, 10],
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[15, 12, 15, 0, 0, 0, 10, 8, 8],
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[11, 12, 14, 13, 12, 11, 10, 8, 8]]
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lion_score = [[20, 20, 18, 15, 12, 11, 14, 12, 5],
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[40, 25, 30, 0, 0, 0, 16, 12, 12],
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[50, 40, 30, 0, 0, 0, 16, 12, 12],
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[1919810, 50, 20, 15, 15, 15, 9, 12, 0],
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[50, 40, 30, 0, 0, 0, 16, 12, 12],
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[40, 25, 30, 0, 0, 0, 16, 12, 12],
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[20, 20, 18, 15, 12, 11, 14, 12, 5]]
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elephant_score = [[20, 20, 18, 15, 12, 11, 14, 12, 5],
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[40, 25, 30, 0, 0, 0, 16, 12, 12],
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[50, 40, 30, 0, 0, 0, 16, 12, 12],
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[1919810, 50, 20, 15, 15, 15, 9, 12, 0],
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[50, 40, 30, 0, 0, 0, 16, 12, 12],
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[40, 25, 30, 0, 0, 0, 16, 12, 12],
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[20, 20, 18, 15, 12, 11, 14, 12, 5]]
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piece_position_scores = {"r1": mouse_score,
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"b1": [line[::-1] for line in mouse_score[::-1]],
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"r2": eagle_score,
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"b2": [line[::-1] for line in eagle_score[::-1]],
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"r3": fox_score,
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"b3": [line[::-1] for line in fox_score[::-1]],
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"r4": wolf_score,
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"b4": [line[::-1] for line in wolf_score[::-1]],
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"r5": leopard_score,
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"b5": [line[::-1] for line in leopard_score[::-1]],
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"r6": lion_score,
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"b6": [line[::-1] for line in lion_score[::-1]],
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"r7": elephant_score,
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"b7": [line[::-1] for line in elephant_score[::-1]],
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}
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DEN_CONQUESTED = 10000
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DRAW = 0
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global DEPTH # =4
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def findRandomMove(valid_moves):
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return valid_moves[random.randint(0, len(valid_moves) - 1)]
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# is greedy_move function used here?
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def find_GreadyMove(game_state, valid_moves):
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turnMultiplier = 1 if game_state.red_to_move else -1
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maxScore = -DEN_CONQUESTED
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bestMove = None
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for playerMove in valid_moves:
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game_state.makeMove(playerMove)
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score = turnMultiplier * scoreMaterial(game_state)
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if score > maxScore:
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maxScore = score
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bestMove = playerMove
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game_state.undoMove()
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return bestMove
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def scoreMaterial(game_state): # get the score
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# input: current game_state
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score = 0
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penalty_for_rep = 0
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for row in range(len(game_state.board)):
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for col in range(len(game_state.board[row])): # 遍历整个棋盘
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piece = game_state.board[row][col]
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if piece != "00":
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piece_position_score = 0
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piece_position_score = piece_position_scores[piece][row][col] # 获得当前位置的得分
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if piece_position_scores[piece][row][col] in last_moves: # 重复判罚
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penalty_for_rep += 70
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if piece[0] == 'r':
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score += piece_position_score + piece_score[piece[1]] - penalty_for_rep
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elif piece[0] == 'b':
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score -= piece_position_score + piece_score[piece[1]] - penalty_for_rep # 注意:这个默认没有考虑”淘汰“的可能性?
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#待检查:
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return score
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def findMove_NegaMaxAlphaBeta(game_state, valid_moves, depth, DEPTH, alpha, beta, turn_multiplier):
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# 对于各个参数的理解:
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# game_state:当前状态
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# valid_moves:可行的行动列表
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# depth:当前深度
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# DEPTH:限制深度
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# alpha:alpha限制值
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# beta:beta限制值
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# turn_multiplier:NegaMax特性
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global next_move
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if depth == 0:
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return turn_multiplier * scoreMaterial(game_state)
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max_score = -inf
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for move in valid_moves:
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game_state.makeMove(move)
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next_moves = game_state.getAllMoves()
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score = -findMove_NegaMaxAlphaBeta(game_state, next_moves, depth - 1, DEPTH, -beta, -alpha, -turn_multiplier)
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if score > max_score: # > or >= ??
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max_score = score
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if depth == DEPTH:
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next_move = move
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game_state.undoMove()
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if max_score > alpha:
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alpha = max_score
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if alpha >= beta:
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break
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return max_score
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def findMove_MiniMaxAlphaBeta(game_state, valid_moves, depth, alpha, beta, turn_multiplier):
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global next_move
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def max_value(game_state, next_moves, alpha, beta, depth):
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if depth == 0:
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return turn_multiplier * scoreMaterial(game_state)
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v = -inf
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for move in valid_moves:
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next_moves = game_state.getAllMoves()
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v = max(v, min_value(game_state, next_moves, alpha, beta, depth - 1))
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game_state.undoMove()
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if v >= beta:
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return v
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alpha = max(alpha, v)
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return v
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def min_value(game_state, next_moves, alpha, beta, depth):
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if depth == 0:
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return turn_multiplier * scoreMaterial(game_state)
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v = -inf
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for move in valid_moves:
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next_moves = game_state.getAllMoves()
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v = min(v, max_value(game_state, next_moves, alpha, beta, depth - 1))
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game_state.undoMove()
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if v <= alpha:
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return v
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beta = min(beta, v)
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return v
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# Body of alpha_beta_search:
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best_score = -inf
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beta = inf
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best_action = None
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for move in valid_moves:
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v = min_value(game_state, valid_moves, best_score, beta, depth)
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if v > best_score:
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best_score = v
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best_action = move
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return best_action
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def find_BestMove(game_state, valid_moves, depth_p):
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global next_move
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DEPTH = depth_p
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next_move = None
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global last_moves
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last_moves = collections.deque(maxlen=12)
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random.shuffle(valid_moves)
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ordered_valid_moves = orderby_GreadyMove(game_state, valid_moves)
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# for i in valid_moves:
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# print(f"Possible: {i}")
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# for i in ordered_valid_moves:
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# print(f"New possible: {i}")
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findMove_NegaMaxAlphaBeta(game_state, ordered_valid_moves, depth_p, DEPTH, -DEN_CONQUESTED, DEN_CONQUESTED,
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1 if game_state.red_to_move else -1)
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last_moves.append(next_move)
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return next_move
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def orderby_GreadyMove(game_state, valid_moves):
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turnMultiplier = 1 if game_state.red_to_move else -1
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maxScore = -DEN_CONQUESTED
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de = collections.deque([])
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for playerMove in valid_moves:
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game_state.makeMove(playerMove)
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score = turnMultiplier * scoreMaterial(game_state)
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if score > maxScore:
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maxScore = score
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de.appendleft(playerMove)
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else:
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de.append(playerMove)
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game_state.undoMove()
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return de
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