Created
February 23, 2018 19:09
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minimaxWithLeastDepth :: Tree Grid -> Tree (Grid, Player, Int) | |
minimaxWithLeastDepth (Node g []) | |
| wins O g = Node (g,O,1) [] | |
| wins X g = Node (g,X,1) [] | |
| otherwise = Node (g,B,1) [] | |
minimaxWithLeastDepth (Node g ts) | |
| turn g == O = Node (g, minimum ps, minimum cs) ts' | |
| turn g == X = Node (g, maximum ps, minimum cs) ts' | |
where | |
ts' = map minimaxWithLeastDepth ts | |
raw = [(p,c) | Node (_,p,c) _ <- ts'] | |
ps = [p | (p,_) <- raw] | |
cs = [c + 1 | (_,c) <- raw] | |
type GridWDepth = (Grid,Int) | |
leastDepth :: [GridWDepth] -> GridWDepth | |
leastDepth [] = ([],0) | |
leastDepth (x:xs) = checkBranchDepth x xs | |
checkBranchDepth :: GridWDepth -> [GridWDepth] -> GridWDepth | |
checkBranchDepth m [] = m | |
checkBranchDepth m (y:ys) | (snd y) < (snd m) = checkBranchDepth y ys | |
| otherwise = checkBranchDepth m ys | |
leastDepthBestmove :: Grid -> Player -> Grid | |
leastDepthBestmove g p = fst $ leastDepth [(g',c) | Node (g',p',c) _ <- ts, p' == best] | |
where | |
tree = prune depth (gametree g p) | |
Node (_,best,_) ts = minimaxWithLeastDepth tree |
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