Reputation: 7895
I'm creating a simple engine that plays Othello, using minimax with alpha beta cuts. It's playing well, but sometimes i get a weird index out of bounds exception (near the endgame, always).
Here' my algorithm
private float minimax(OthelloBoard board, OthelloMove best, float alpha, float beta, int depth)
{
calls++;
float bestResult = -Float.MAX_VALUE;
OthelloMove garbage = new OthelloMove();
int state = board.getState();
int currentPlayer = board.getCurrentPlayer();
if (state == OthelloBoard.STATE_DRAW)
return 0.0f;
if ((state == OthelloBoard.STATE_BLACK_WINS) && (currentPlayer == OthelloBoard.BLACK))
return Float.MAX_VALUE;
if ((state == OthelloBoard.STATE_WHITE_WINS) && (currentPlayer == OthelloBoard.WHITE))
return Float.MAX_VALUE;
if ((state == OthelloBoard.STATE_BLACK_WINS) && (currentPlayer == OthelloBoard.WHITE))
return -Float.MAX_VALUE;
if ((state == OthelloBoard.STATE_WHITE_WINS) && (currentPlayer == OthelloBoard.BLACK))
return -Float.MAX_VALUE;
if (depth == maxDepth)
return OthelloHeuristics.eval(currentPlayer, board);
ArrayList<OthelloMove> moves = board.getAllMoves(currentPlayer);
for (OthelloMove mv : moves)
{
board.makeMove(mv);
alpha = - minimax(board, garbage, -beta, -alpha, depth + 1);
board.undoMove(mv);
if (beta <= alpha)
return alpha;
if (alpha > bestResult)
{
best.setFlipSquares(mv.getFlipSquares());
best.setIdx(mv.getIdx());
best.setPlayer(mv.getPlayer());
bestResult = alpha;
}
}
return bestResult;
}
Inside makeMove and undoMove i update the game state(black wins, white wins, draw). I also toggle the players inside these methods. When a player has no moves i make a dummy move without changing the board, and toggle the players.
There's a lot more of code, but i think the problem happens when the algorithm hits the game over position. This problem doesn't happen when i set the engine to play random moves, so the problem should be the alpha beta algorithm.
Here is getAllMoves, this call getFlips:
public ArrayList<OthelloMove> getAllMoves(int player)
{
ArrayList<OthelloMove> moves = new ArrayList<OthelloMove>();
for (int i = 10; i < 90; i++)
{
int col = i % 10;
if (col != 0 && col != 9)
{
if (cells[i] == EMPTY)
{
ArrayList<Integer> flips = getFlips(i, player);
if (flips.size() > 0)
{
OthelloMove mv = new OthelloMove();
mv.setFlipSquares(flips);
mv.setIdx(i);
mv.setPlayer(player);
moves.add(mv);
}
}
}
}
return moves;
}
Here is getFlips.
public ArrayList<Integer> getFlips(int idx, int player)
{
int opponent = getOpponent(player);
ArrayList<Integer> flips = new ArrayList<Integer>();
if (cells[idx] != EMPTY)
return flips;
for (Integer dir : DIRECTIONS)
{
int distance = 1;
int tempIdx = idx;
while (cells[tempIdx += dir] == opponent)
distance++;
if ((cells[tempIdx] == player) && (distance > 1))
{
while (distance-- > 1)
{
tempIdx -= dir;
flips.add(tempIdx);
}
}
}
return flips;
}
Here is updateState:
public void updateState()
{
int opponent = getOpponent(currentPlayer);
int playerMoves = getAllMoves(currentPlayer).size();
int opponentMoves = getAllMoves(opponent).size();
if ( ((playerMoves == 0) && (opponentMoves == 0)) || (emptyCells == 0))
{
int blackDiscs = countDiscs(BLACK);
int whiteDiscs = countDiscs(WHITE);
if (blackDiscs > whiteDiscs)
state = STATE_BLACK_WINS;
else if (blackDiscs < whiteDiscs)
state = STATE_WHITE_WINS;
else
state = STATE_DRAW;
}
}
Thanks!
Upvotes: 2
Views: 2875
Reputation: 7895
Found the problem, thanks anyway.
The bug was a situation where a player can't move, and must pass the turn. The tricky is to play a 'ghost move' (i.e. a move that doesn't change the board), and toggle the players turn, so that the Minimax doesn't even notice this situation.
I was doing this, but in the wrong place! The code is like:
public void makeMove (OthelloMove move)
{
int player = move.getPlayer();
ArrayList<Integer> flips = move.getFlipSquares();
if (flips != null)
{
int idx = move.getIdx();
cells[idx] = player;
for (Integer flip : flips)
cells[flip] = player;
emptyCells--;
this.updatePhase();
}
this.toogleCurrentPlayer();
}
public void undoMove (OthelloMove move)
{
int player = move.getPlayer();
ArrayList<Integer> flips = move.getFlipSquares();
int opponent = getOpponent(player);
if (flips != null)
{
int idx = move.getIdx();
cells[idx] = EMPTY;
for (Integer flip : flips)
cells[flip] = opponent;
emptyCells++;
this.updatePhase();
}
this.toogleCurrentPlayer();
}
Upvotes: 0
Reputation: 178411
I am not familiar with the game specifically, but I believe it has something to do with the fact hat in the line:
while (cells[tempIdx += dir] == opponent)
You should also check you are not out of bound, otherwise - if there is still an opponent on the end of the board, you will keep increasing dir
Try changing this line to:
while (tempIdx + dir >= 0 && tempIdx + dir < cells.length && cells[tempIdx += dir] == opponent)
As a rule of thumb, usually it is a good practice in array accesses, especially in loops, to guard against going out of bound by checking the length explicitly.
Upvotes: 2