org/homelinux/largo/schach/KIBoard.java
changeset 16 55b0d5006e7b
parent 14 f12f77aa13b2
--- a/org/homelinux/largo/schach/KIBoard.java
+++ b/org/homelinux/largo/schach/KIBoard.java
@@ -9,205 +9,205 @@
 import org.homelinux.largo.games.board.chessboard.ChessBoard;
 
 public class KIBoard extends ChessBoard {
-    static final long serialVersionUID = 1L;
-    static final int game_const = 500;
+	static final long serialVersionUID = 1L;
+	static final int game_const = 500;
 
-    protected boolean SIMU_DEBUG = false;
-    private boolean negate_estimation = false;
+	protected boolean SIMU_DEBUG = false;
+	private boolean negate_estimation = false;
 
-    private Move bestMove;
-    private int desired_depth;
+	private Move bestMove;
+	private int desired_depth;
 
-    public KIBoard(int w, int h) {
-        super(w, h);
-        desired_depth = -1;
-    }
+	public KIBoard(int w, int h) {
+		super(w, h);
+		desired_depth = -1;
+	}
 
-    /**
-     * Set the current DEBUG-Level: simu: print all valid, simulated moves undo:
-     * print all undos
-     */
-    public void setDebug(boolean simu, boolean undo) {
-        SIMU_DEBUG = simu;
-        UNDO_DEBUG = undo;
-    }
+	/**
+	 * Set the current DEBUG-Level: simu: print all valid, simulated moves undo:
+	 * print all undos
+	 */
+	public void setDebug(boolean simu, boolean undo) {
+		SIMU_DEBUG = simu;
+		UNDO_DEBUG = undo;
+	}
 
-    public boolean simu_debug() {
-        return SIMU_DEBUG;
-    }
+	public boolean simu_debug() {
+		return SIMU_DEBUG;
+	}
 
-    public boolean undo_debug() {
-        return UNDO_DEBUG;
-    }
+	public boolean undo_debug() {
+		return UNDO_DEBUG;
+	}
 
-    /**
-     * This function flips the sides: Player A maximizes and Player B minimizes
-     */
-    public void negateEstimation(boolean b) {
-        negate_estimation = b;
-    }
+	/**
+	 * This function flips the sides: Player A maximizes and Player B minimizes
+	 */
+	public void negateEstimation(boolean b) {
+		negate_estimation = b;
+	}
 
-    /**
-     * The Minimax-Algorithm works for TWO-PLAYER Games Player A minimizes,
-     * Player B maximizes
-     */
-    public int estimateFunction() {
-        int i;
-        int white = 0;
-        int black = 0;
+	/**
+	 * The Minimax-Algorithm works for TWO-PLAYER Games Player A minimizes,
+	 * Player B maximizes
+	 */
+	public int estimateFunction() {
+		int i;
+		int white = 0;
+		int black = 0;
 
-        for (i = 0; i < 64; i++) {
-            if (isWhite(i))
-                white += getValue(i);
-            else if (isBlack(i))
-                black += getValue(i);
-        }
+		for (i = 0; i < 64; i++) {
+			if (isWhite(i))
+				white += getValue(i);
+			else if (isBlack(i))
+				black += getValue(i);
+		}
 
-        // Bewerte Entwicklung, Anzahl der Steine
-        // Das hier ist alles zu lahm...
-        white += controls("white");
-        black += controls("black");
+		// Bewerte Entwicklung, Anzahl der Steine
+		// Das hier ist alles zu lahm...
+		white += controls("white");
+		black += controls("black");
 
-        /**
-         * solves ticket #3
-         */
-        if (negate_estimation)
-            return white - black;
+		/**
+		 * solves ticket #3
+		 */
+		if (negate_estimation)
+			return white - black;
 
-        return black - white;
-    }
+		return black - white;
+	}
 
-    /**
-     * simulates and returns the next possible move for a Player or null, when
-     * no more moves are possible. The Turn will flip automatically if
-     * "simulate(...)" finds a valid move.
-     */
-    Move simulate(int t, int o) {
-        Move move;
-        int value;
+	/**
+	 * simulates and returns the next possible move for a Player or null, when
+	 * no more moves are possible. The Turn will flip automatically if
+	 * "simulate(...)" finds a valid move.
+	 */
+	Move simulate(int t, int o) {
+		Move move;
+		int value;
 
-        if (validTurn(o)) {
-            while (t < 64) {
-                if (!simulateMove(t, o)) {
-                    t++;
-                    continue;
-                }
+		if (validTurn(o)) {
+			while (t < 64) {
+				if (!simulateMove(t, o)) {
+					t++;
+					continue;
+				}
 
-                value = estimateFunction();
-                if (SIMU_DEBUG)
-                    print("SIMU", t, o, value);
+				value = estimateFunction();
+				if (SIMU_DEBUG)
+					print("SIMU", t, o, value);
 
-                move = new Move(value, t, o);
+				move = new Move(value, t, o);
 
-                /* Flip Sides */
-                setBlacksTurn(!isBlacksTurn());
-                return move;
-            }
-        }
-        return null;
-    }
+				/* Flip Sides */
+				setBlacksTurn(!isBlacksTurn());
+				return move;
+			}
+		}
+		return null;
+	}
 
-    /**
-     * AlphaBeta-Algorithm: the Maximizer
-     */
-    int max_alpha_beta(int depth, int alpha, int beta) {
-        int moveValue;
-        int o, t;
-        Move move;
+	/**
+	 * AlphaBeta-Algorithm: the Maximizer
+	 */
+	int max_alpha_beta(int depth, int alpha, int beta) {
+		int moveValue;
+		int o, t;
+		Move move;
 
-        if (desired_depth == -1)
-            desired_depth = depth;
+		if (desired_depth == -1)
+			desired_depth = depth;
 
-        for (o = 0; o < 64; o++) {
-            t = 0;
-            while ((move = simulate(t, o)) != null) {
-                /* particular move from black */
-                t = move.target;
+		for (o = 0; o < 64; o++) {
+			t = 0;
+			while ((move = simulate(t, o)) != null) {
+				/* particular move from black */
+				t = move.target;
 
-                if (depth == 0 || Math.abs(move.value) > game_const)
-                    moveValue = move.value;
-                else
-                    /* best next move */
-                    moveValue = min_alpha_beta(depth - 1, alpha, beta);
+				if (depth == 0 || Math.abs(move.value) > game_const)
+					moveValue = move.value;
+				else
+					/* best next move */
+					moveValue = min_alpha_beta(depth - 1, alpha, beta);
 
-                undo();
-                t++;
+				undo();
+				t++;
 
-                if (moveValue >= beta)
-                    return beta;
+				if (moveValue >= beta)
+					return beta;
 
-                if (moveValue > alpha) {
-                    alpha = moveValue;
-                    if (depth == desired_depth)
-                        bestMove = move;
-                }
-            }
-        }
+				if (moveValue > alpha) {
+					alpha = moveValue;
+					if (depth == desired_depth)
+						bestMove = move;
+				}
+			}
+		}
 
-        return alpha;
-    }
+		return alpha;
+	}
 
-    /**
-     * AlphaBeta-Algorithm: the Minimizer
-     */
-    int min_alpha_beta(int depth, int alpha, int beta) {
-        int moveValue;
-        int o, t;
-        Move move;
+	/**
+	 * AlphaBeta-Algorithm: the Minimizer
+	 */
+	int min_alpha_beta(int depth, int alpha, int beta) {
+		int moveValue;
+		int o, t;
+		Move move;
 
-        for (o = 0; o < 64; o++) {
-            t = 0;
-            while ((move = simulate(t, o)) != null) {
-                /* particular move from white */
-                t = move.target;
+		for (o = 0; o < 64; o++) {
+			t = 0;
+			while ((move = simulate(t, o)) != null) {
+				/* particular move from white */
+				t = move.target;
 
-                if (depth == 0 || Math.abs(move.value) > game_const)
-                    moveValue = move.value;
-                else
-                    /* best next move */
-                    moveValue = max_alpha_beta(depth - 1, alpha, beta);
+				if (depth == 0 || Math.abs(move.value) > game_const)
+					moveValue = move.value;
+				else
+					/* best next move */
+					moveValue = max_alpha_beta(depth - 1, alpha, beta);
 
-                undo();
-                t++;
+				undo();
+				t++;
 
-                if (moveValue <= alpha)
-                    return alpha;
+				if (moveValue <= alpha)
+					return alpha;
 
-                if (moveValue < beta)
-                    beta = moveValue;
-            }
-        }
+				if (moveValue < beta)
+					beta = moveValue;
+			}
+		}
 
-        return beta;
-    }
+		return beta;
+	}
 
-    /**
-     * Evaluates the next, best Move after search_depth half-moves. When the
-     * Machine has Black, set negateEstimation(false); When the Machine has
-     * White, set negateEstimation(true);
-     */
-    public boolean doBestMove(int search_depth) {
-        int value;
-        desired_depth = -1;
-        bestMove = null;
+	/**
+	 * Evaluates the next, best Move after search_depth half-moves. When the
+	 * Machine has Black, set negateEstimation(false); When the Machine has
+	 * White, set negateEstimation(true);
+	 */
+	public boolean doBestMove(int search_depth) {
+		int value;
+		desired_depth = -1;
+		bestMove = null;
 
-        value = max_alpha_beta(search_depth, Integer.MIN_VALUE, Integer.MAX_VALUE);
+		value = max_alpha_beta(search_depth, Integer.MIN_VALUE, Integer.MAX_VALUE);
 
-        if (bestMove == null) {
-            System.err.println("Computing once more...");
-            value = max_alpha_beta(--search_depth, Integer.MIN_VALUE, Integer.MAX_VALUE);
-            if (bestMove == null) {
-                System.out.println("Check Mate " + value);
-                return false;
-            }
-        }
+		if (bestMove == null) {
+			System.err.println("Computing once more...");
+			value = max_alpha_beta(--search_depth, Integer.MIN_VALUE, Integer.MAX_VALUE);
+			if (bestMove == null) {
+				System.out.println("Check Mate " + value);
+				return false;
+			}
+		}
 
-        if (doMove(bestMove.target, bestMove.origin)) {
-            print(getColor(bestMove.target), bestMove.target, bestMove.origin, bestMove.value);
-            return true;
-        }
+		if (doMove(bestMove.target, bestMove.origin)) {
+			print(getColor(bestMove.target), bestMove.target, bestMove.origin, bestMove.value);
+			return true;
+		}
 
-        print("Check Mate", bestMove.target, bestMove.origin, bestMove.value);
-        return false;
-    }
+		print("Check Mate", bestMove.target, bestMove.origin, bestMove.value);
+		return false;
+	}
 }