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11 November, 2023

Optimization dots&line game

i just built dots and line game with minimax algorithm where user could play with AI, but unfortunately it is too slow even in just depth 4. so any optimization technique?


here My code,
class Maze {
constructor(gridX, gridY, sideSize) {
this.board = Array.from({ length: gridY }, (a) => a = Array.from({ length: gridX }, (b) => b = Array.from({ length: 4 }, c => c = 0)));
this.visited = [];
this.gap = Math.floor(sideSize / 8);
this.x = gridX;
this.y = gridY;
this.winPointX = 0;
this.winPointY = 0;
this.row = gridX * this.gap;
this.column = gridY * this.gap;
this.sideSize = sideSize;

};
drawGrid(ctx) {
console.log(this.row, this.column)
ctx.clearRect(0, 0, canv.width, canv.height);
for (let x = 0; x < this.row; x += this.x)
for (let y = 0; y < this.column; y += this.y) {

ctx.fillStyle = 'red';
ctx.fillRect(x * this.gap, y * this.gap, this.gap, this.gap);

}

};
ai(depth, alpha, beta, player, advantage, y, x, tile_Y, tile_X) {
if (y !== undefined && x !== undefined) {
let winPoint = this.boxForm(y, x)
if (tile_X > -1 && tile_X < 8 && tile_Y > -1 && tile_Y < 8) {
winPoint = winPoint || this.boxForm(tile_Y, tile_X)
}

if (winPoint && player == 'O') {
player = 'X';

advantage += 10

}
else if (winPoint && player == 'X') {
player = 'O';

advantage -= 10;

// console.log('Human bonus',y,x)
}
}

if (depth === 0) {

return { score: advantage }
}

var pieceArr = [];

for (var i = 0; i < this.board.length; i++) {
for (var j = 0; j < this.board[0].length; j++) {

for (let b = 0; b < 4; b++) {
if (this.board[i][j][b]) {
continue;
};
let tileX = j;
let tileY = i;
let best = {}
this.change(i, j, b)
best.bestmove = [i, j, b];
let neghdir;
if (b == 2) {
neghdir = 0;
tileX++
} else if (b == 0) {
neghdir = 2;
tileX--
} else if (b == 3) {
neghdir = 1;
tileY--
} else {
neghdir = 3;
tileY++
};
if (tileX > -1 && tileX < 8 && tileY > -1 && tileY < 8) {
this.change(tileY, tileX, neghdir);
}
var g = this.ai(depth - 1, alpha, beta, player == 'X' ? 'O' : 'X', advantage, i, j, tileY, tileX);

/* if (tileX>-1&&tileX-1&&tileY alpha) {
alpha = best.score;
}
} else {

if (best.score < beta) {
beta = best.score
}
};
if (tileX > -1 && tileX < 8 && tileY > -1 && tileY < 8) {
this.board[tileY][tileX][neghdir] = 0;
}
this.board[i][j][b] = 0;
pieceArr.push(best)

if (alpha >= beta) {
break;

}

}

}
};
pieceArr.sort((a,b)=>{
return Math.random()-0.5;
})
var bestMove;
if (player === 'X') {
var bestScore = -10000;
for (var i = 0; i < pieceArr.length; i++) {
if (pieceArr[i].score > bestScore) {
bestScore = pieceArr[i].score;
bestMove = i;
}
}
} else {
var bestScore = 10000;
for (var i = 0; i < pieceArr.length; i++) {
if (pieceArr[i].score < bestScore) {
bestScore = pieceArr[i].score;
bestMove = i;
}
}
}
return pieceArr[bestMove];
};
rmSide(side, dir, col) {
let vertex;
if (dir == 'w') {
vertex = [side[0] * this.x, this.y * side[1]];
} else if (dir == 'e') {
vertex = [(side[0] + 1) * this.x, this.y * side[1]];
}
else if (dir == 'n') {
vertex = [this.x * side[1], (side[0]) * this.y];

} else if (dir == 's') {
vertex = [this.x * (side[1] + 1), (side[0]) * this.y];
}
if (!vertex) {
return null
}

let x = vertex[0];

for (let y = vertex[1] + 1; y < vertex[1] + this.y; y++) {

ctx.fillStyle = col;
if (dir == 'n' || dir == 's') {
ctx.fillRect((y) * this.gap, (x) * this.gap, this.gap, this.gap);
} else {
ctx.fillRect((x) * this.gap, (y) * this.gap, this.gap, this.gap);
}

};

}
change(y, x, dir, player) {

this.board[y][x][dir] = 'X';

}
boxForm(y, x) {

for (let i = 0; i < 4; i++) {
if (!this.board[y][x][i]) {
return false
}

};

return true
}
};
//dots and line
const canv = document.getElementById('canv');
const ctx = canv.getContext('2d');
const size = Math.min(window.innerWidth, window.innerHeight) * 0.7;
canv.width = size;
canv.height = size
const sideSize = size / 8;
console.log(sideSize)
let turn = 'X'

const maze = new Maze(8, 8, sideSize);

maze.drawGrid(ctx);
function mve(tileX, tileY, dir, player) {

if (tileX < 8 && tileY > -1 && tileX > -1 && tileY < 8) {

turn = player == 'O' ? 'X' : 'O'

let n = null;
if (dir == 'n') {
n = 3
} else if (dir == 's') {
n = 1
} else if (dir === 'e') {
n = 2
} else {
n = 0
}

/*
let cordX = e.clientX;
let cordY = e.clientY;
let dirCor = {
'n':[65+tileX*(100+20),75+(tileY)*(100+20)],
's':[65+tileX*(100+20),195+(tileY)*(100+20)],
'w':[45+tileX*(100+20),90+(tileY)*(100+20)],
'e':[165+tileX*(100+20),90+(tileY)*(100+20)]

};
console.log(cordX,cordY,dirCor);

// console.log(dirCor['n'][0]&&(dirCor['n'][0]+100)&&dirCor['n'][1]&&(dirCor['n'][0]+15))
if (cordX>=dirCor['n'][0]&&cordX=dirCor['n'][1]&&cordY=dirCor['s'][0]&&cordX=dirCor['s'][1]&&cordY=dirCor['e'][0]&&cordX=dirCor['e'][1]&&cordY=dirCor['w'][0]&&cordX=dirCor['w'][1]&&cordY -1 && tileX < 8 && tileY > -1 && tileY < 8) {
maze.change(tileY, tileX, neghdir);
if (maze.boxForm(tileY, tileX)) {
turn = player;
}
};
if (turn == "O") {
console.log(maze.board)
playAI()
}

}

}
}

function playAI() {

let aimove = maze.ai(4, -Infinity, Infinity, 'X', 0);
let dir1 = undefined;
if (aimove.bestmove[2] == 0) {
dir1 = 'w'
} else if (aimove.bestmove[2] == 1) {
dir1 = 's'
} else if (aimove.bestmove[2] == 2) {
dir1 = 'e'
} else {
dir1 = 'n'
};
console.log(aimove)
mve(aimove.bestmove[1], aimove.bestmove[0], dir1, 'O')

}

canv.addEventListener('click', (e) => {
const rect = canv.getBoundingClientRect()
let tileX = Math.floor((e.clientX - rect.x) / sideSize);
let tileY = Math.floor((e.clientY - rect.y) / sideSize);
let dir = prompt('direction');

mve(tileX, tileY, dir, 'X');

});

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