Yes, all pieces (except those in the base) move one step in the same direction. For left player e.g. the movement starts with the pieces from right-to-left, so one cann't land at own piece.
Thankls for the link i will look at.
Meanwhile, here my minimax-code:
[source lang="cpp"]//--------------------------------------------------------------------------------int cBoard::MiniMaxAB(tBoard& board, int depth, int alpha, int beta, int sumscore, bool left){ if (depth == _maxdepth) return sumscore; std::vector<tMove> movelist; GenerateMoves(&board, left, movelist); if (movelist.size() == 0) return sumscore; int this_alpha = -1000000; int this_beta = +1000000; // Max node if (left == _cpuleft) { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = movelist[i].rating; int val = MiniMaxAB(board2, depth+1, Max(alpha, this_alpha), beta, sumscore+score, !left); this_alpha = Max(this_alpha, val); if (this_alpha >= beta) { break; } } return this_alpha; } else { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = -movelist[i].rating; int val = MiniMaxAB(board2, depth+1, alpha, Min(beta, this_beta), sumscore+score, !left); this_beta = Min(this_beta, val); if (alpha >= this_beta) { break; } } return this_beta; } return 0;}//--------------------------------------------------------------------------------tMove cBoard::MiniMaxAB(bool left, int maxdepth){ _cpuleft = left; _maxdepth = maxdepth; tMove bestmove; bestmove.rating = -1000000; int currentscore; _bestmoves.clear(); std::vector<tMove> movelist; GenerateMoves(&m_fields, left, movelist); for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &m_fields, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int rating = movelist[i].rating; currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left); if (currentscore > bestmove.rating) { bestmove.rating = currentscore; bestmove.move = movelist[i].move; } tMove move; move.move = movelist[i].move; move.rating = currentscore; _bestmoves.push_back(move); } return bestmove;}[/source]
The starting function is MiniMaxAB(bool left, int maxdepth), where for "left"=true the cpu player is on the left side else right side.
The evaluation of a move is done in the function ExecuteMove(...)
P.S: My Code in the code snippet doesn't seem to be shon correctly, parts are missing, is that a known bug?
E.g. i can only see
"GenerateMoves(&m_fields, left, movelist);
for (unsigned int i=0; i bestmove.rating)
{
bestmove.rating = currentscore;
bestmove.move = movelist[i].move;
}
..."
but it should be
"GenerateMoves(&m_fields, left, movelist);
for (unsigned int i=0; i<movelist.size(); ++i)
{
tBoard board2;
memcpy(&board2, &m_fields, sizeof(tBoard));
ExecuteMove(&board2, left, movelist[i]);
int rating = movelist[i].rating;
currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left);
if (currentscore > bestmove.rating)
{
bestmove.rating = currentscore;
bestmove.move = movelist[i].move;
}
tMove move;
move.move = movelist[i].move;
move.rating = currentscore;
_bestmoves.push_back(move);
}
"
Show differencesHistory of post edits
#4AticAtac
Posted 24 September 2012 - 03:39 AM
Yes, all pieces (except those in the base) move one step in the same direction. For left player e.g. the movement starts with the pieces from right-to-left, so one cann't land at own piece.
Thankls for the link i will look at.
Meanwhile, here my minimax-code:
[source lang="cpp"]//--------------------------------------------------------------------------------int cBoard::MiniMaxAB(tBoard& board, int depth, int alpha, int beta, int sumscore, bool left){ if (depth == _maxdepth) return sumscore; std::vector<tMove> movelist; GenerateMoves(&board, left, movelist); if (movelist.size() == 0) return sumscore; int this_alpha = -1000000; int this_beta = +1000000; // Max node if (left == _cpuleft) { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = movelist[i].rating; int val = MiniMaxAB(board2, depth+1, Max(alpha, this_alpha), beta, sumscore+score, !left); this_alpha = Max(this_alpha, val); if (this_alpha >= beta) { break; } } return this_alpha; } else { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = -movelist[i].rating; int val = MiniMaxAB(board2, depth+1, alpha, Min(beta, this_beta), sumscore+score, !left); this_beta = Min(this_beta, val); if (alpha >= this_beta) { break; } } return this_beta; } return 0;}//--------------------------------------------------------------------------------tMove cBoard::MiniMaxAB(bool left, int maxdepth){ _cpuleft = left; _maxdepth = maxdepth; tMove bestmove; bestmove.rating = -1000000; int currentscore; _bestmoves.clear(); std::vector<tMove> movelist; GenerateMoves(&m_fields, left, movelist); for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &m_fields, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int rating = movelist[i].rating; currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left); if (currentscore > bestmove.rating) { bestmove.rating = currentscore; bestmove.move = movelist[i].move; } tMove move; move.move = movelist[i].move; move.rating = currentscore; _bestmoves.push_back(move); } return bestmove;}[/source]
The starting function is MiniMaxAB(bool left, int maxdepth), where for "left"=true the cpu player is on the left side else right side.
The evaluation of a move is done in the function ExecuteMove(...)
P.S: My Code in the code snippet doesn't seem to be shon correctly, parts are missing, is that a known bug?
E.g. i can only see
"GenerateMoves(&m_fields, left, movelist);
for (unsigned int i=0; i bestmove.rating)
{
bestmove.rating = currentscore;
bestmove.move = movelist[i].move;
}
..."
but it should be
"GenerateMoves(&m_fields, left, movelist);
for (unsigned int i=0; i<movelist.size(); ++i)
{
tBoard board2;
memcpy(&board2, &m_fields, sizeof(tBoard));
memset(&eval, 0, sizeof(tEvaluation));
ExecuteMove(&board2, left, movelist[i], eval);
int rating = movelist[i].rating;
currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left);
if (currentscore > bestmove.rating)
{
bestmove.rating = currentscore;
bestmove.move = movelist[i].move;
}
tMove move;
move.move = movelist[i].move;
move.rating = currentscore;
_bestmoves.push_back(move);
}
"
Thankls for the link i will look at.
Meanwhile, here my minimax-code:
[source lang="cpp"]//--------------------------------------------------------------------------------int cBoard::MiniMaxAB(tBoard& board, int depth, int alpha, int beta, int sumscore, bool left){ if (depth == _maxdepth) return sumscore; std::vector<tMove> movelist; GenerateMoves(&board, left, movelist); if (movelist.size() == 0) return sumscore; int this_alpha = -1000000; int this_beta = +1000000; // Max node if (left == _cpuleft) { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = movelist[i].rating; int val = MiniMaxAB(board2, depth+1, Max(alpha, this_alpha), beta, sumscore+score, !left); this_alpha = Max(this_alpha, val); if (this_alpha >= beta) { break; } } return this_alpha; } else { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = -movelist[i].rating; int val = MiniMaxAB(board2, depth+1, alpha, Min(beta, this_beta), sumscore+score, !left); this_beta = Min(this_beta, val); if (alpha >= this_beta) { break; } } return this_beta; } return 0;}//--------------------------------------------------------------------------------tMove cBoard::MiniMaxAB(bool left, int maxdepth){ _cpuleft = left; _maxdepth = maxdepth; tMove bestmove; bestmove.rating = -1000000; int currentscore; _bestmoves.clear(); std::vector<tMove> movelist; GenerateMoves(&m_fields, left, movelist); for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &m_fields, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int rating = movelist[i].rating; currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left); if (currentscore > bestmove.rating) { bestmove.rating = currentscore; bestmove.move = movelist[i].move; } tMove move; move.move = movelist[i].move; move.rating = currentscore; _bestmoves.push_back(move); } return bestmove;}[/source]
The starting function is MiniMaxAB(bool left, int maxdepth), where for "left"=true the cpu player is on the left side else right side.
The evaluation of a move is done in the function ExecuteMove(...)
P.S: My Code in the code snippet doesn't seem to be shon correctly, parts are missing, is that a known bug?
E.g. i can only see
"GenerateMoves(&m_fields, left, movelist);
for (unsigned int i=0; i bestmove.rating)
{
bestmove.rating = currentscore;
bestmove.move = movelist[i].move;
}
..."
but it should be
"GenerateMoves(&m_fields, left, movelist);
for (unsigned int i=0; i<movelist.size(); ++i)
{
tBoard board2;
memcpy(&board2, &m_fields, sizeof(tBoard));
memset(&eval, 0, sizeof(tEvaluation));
ExecuteMove(&board2, left, movelist[i], eval);
int rating = movelist[i].rating;
currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left);
if (currentscore > bestmove.rating)
{
bestmove.rating = currentscore;
bestmove.move = movelist[i].move;
}
tMove move;
move.move = movelist[i].move;
move.rating = currentscore;
_bestmoves.push_back(move);
}
"
#3AticAtac
Posted 24 September 2012 - 01:37 AM
Yes, all pieces (except those in the base) move one step in the same direction. For left player e.g. the movement starts with the pieces from right-to-left, so one cann't land at own piece.
Thankls for the link i will look at.
Meanwhile, here my minimax-code:
[source lang="cpp"]//--------------------------------------------------------------------------------int cBoard::MiniMaxAB(tBoard& board, int depth, int alpha, int beta, int sumscore, bool left){ if (depth == _maxdepth) return sumscore; std::vector<tMove> movelist; GenerateMoves(&board, left, movelist); if (movelist.size() == 0) return sumscore; int this_alpha = -1000000; int this_beta = +1000000; // Max node if (left == _cpuleft) { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = movelist[i].rating; int val = MiniMaxAB(board2, depth+1, Max(alpha, this_alpha), beta, sumscore+score, !left); this_alpha = Max(this_alpha, val); if (this_alpha >= beta) { break; } } return this_alpha; } else { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = -movelist[i].rating; int val = MiniMaxAB(board2, depth+1, alpha, Min(beta, this_beta), sumscore+score, !left); this_beta = Min(this_beta, val); if (alpha >= this_beta) { break; } } return this_beta; } return 0;}//--------------------------------------------------------------------------------tMove cBoard::MiniMaxAB(bool left, int maxdepth){ _cpuleft = left; _maxdepth = maxdepth; tMove bestmove; bestmove.rating = -1000000; int currentscore; _bestmoves.clear(); std::vector<tMove> movelist; GenerateMoves(&m_fields, left, movelist); for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &m_fields, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int rating = movelist[i].rating; currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left); if (currentscore > bestmove.rating) { bestmove.rating = currentscore; bestmove.move = movelist[i].move; } tMove move; move.move = movelist[i].move; move.rating = currentscore; _bestmoves.push_back(move); } return bestmove;}[/source]
The starting function is MiniMaxAB(bool left, int maxdepth), where for "left"=true the cpu player is on the left side else right side.
The evaluation of a move is done in the function ExecuteMove(...)
Thankls for the link i will look at.
Meanwhile, here my minimax-code:
[source lang="cpp"]//--------------------------------------------------------------------------------int cBoard::MiniMaxAB(tBoard& board, int depth, int alpha, int beta, int sumscore, bool left){ if (depth == _maxdepth) return sumscore; std::vector<tMove> movelist; GenerateMoves(&board, left, movelist); if (movelist.size() == 0) return sumscore; int this_alpha = -1000000; int this_beta = +1000000; // Max node if (left == _cpuleft) { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = movelist[i].rating; int val = MiniMaxAB(board2, depth+1, Max(alpha, this_alpha), beta, sumscore+score, !left); this_alpha = Max(this_alpha, val); if (this_alpha >= beta) { break; } } return this_alpha; } else { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = -movelist[i].rating; int val = MiniMaxAB(board2, depth+1, alpha, Min(beta, this_beta), sumscore+score, !left); this_beta = Min(this_beta, val); if (alpha >= this_beta) { break; } } return this_beta; } return 0;}//--------------------------------------------------------------------------------tMove cBoard::MiniMaxAB(bool left, int maxdepth){ _cpuleft = left; _maxdepth = maxdepth; tMove bestmove; bestmove.rating = -1000000; int currentscore; _bestmoves.clear(); std::vector<tMove> movelist; GenerateMoves(&m_fields, left, movelist); for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &m_fields, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int rating = movelist[i].rating; currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left); if (currentscore > bestmove.rating) { bestmove.rating = currentscore; bestmove.move = movelist[i].move; } tMove move; move.move = movelist[i].move; move.rating = currentscore; _bestmoves.push_back(move); } return bestmove;}[/source]
The starting function is MiniMaxAB(bool left, int maxdepth), where for "left"=true the cpu player is on the left side else right side.
The evaluation of a move is done in the function ExecuteMove(...)
#2AticAtac
Posted 24 September 2012 - 01:36 AM
Yes, all pieces (except those in the base) move one step in the same direction. For left player e.g. the movement starts with the pieces from right-to-left, so one cann't land at own piece.
Thankls for the link i will look at.
Meanwhile, here my minimax-code:
[source lang="cpp"]//--------------------------------------------------------------------------------int cBoard::MiniMaxAB(tBoard& board, int depth, int alpha, int beta, int sumscore, bool left){ if (depth == _maxdepth) return sumscore; std::vector<tMove> movelist; GenerateMoves(&board, left, movelist); if (movelist.size() == 0) return sumscore; int this_alpha = -1000000; int this_beta = +1000000; // Max node if (left == _cpuleft) { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = movelist[i].rating; int val = MiniMaxAB(board2, depth+1, Max(alpha, this_alpha), beta, sumscore+score, !left); this_alpha = Max(this_alpha, val); if (this_alpha >= beta) { break; } } return this_alpha; } else { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = -movelist[i].rating; int val = MiniMaxAB(board2, depth+1, alpha, Min(beta, this_beta), sumscore+score, !left); this_beta = Min(this_beta, val); if (alpha >= this_beta) { break; } } return this_beta; } return 0;}//--------------------------------------------------------------------------------tMove cBoard::MiniMaxAB(bool left, int maxdepth){ _cpuleft = left; _maxdepth = maxdepth; tMove bestmove; bestmove.rating = -1000000; int currentscore; _bestmoves.clear(); std::vector<tMove> movelist; GenerateMoves(&m_fields, left, movelist); for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &m_fields, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int rating = movelist[i].rating; currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left); if (currentscore > bestmove.rating) { bestmove.rating = currentscore; bestmove.move = movelist[i].move; } tMove move; move.move = movelist[i].move; move.rating = currentscore; _bestmoves.push_back(move); } return bestmove;}[/source]
The starting function is MiniMaxAB(bool left, int maxdepth), where fpr "left"=true the cpu player is on the left side else right side.
Thankls for the link i will look at.
Meanwhile, here my minimax-code:
[source lang="cpp"]//--------------------------------------------------------------------------------int cBoard::MiniMaxAB(tBoard& board, int depth, int alpha, int beta, int sumscore, bool left){ if (depth == _maxdepth) return sumscore; std::vector<tMove> movelist; GenerateMoves(&board, left, movelist); if (movelist.size() == 0) return sumscore; int this_alpha = -1000000; int this_beta = +1000000; // Max node if (left == _cpuleft) { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = movelist[i].rating; int val = MiniMaxAB(board2, depth+1, Max(alpha, this_alpha), beta, sumscore+score, !left); this_alpha = Max(this_alpha, val); if (this_alpha >= beta) { break; } } return this_alpha; } else { for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int score = -movelist[i].rating; int val = MiniMaxAB(board2, depth+1, alpha, Min(beta, this_beta), sumscore+score, !left); this_beta = Min(this_beta, val); if (alpha >= this_beta) { break; } } return this_beta; } return 0;}//--------------------------------------------------------------------------------tMove cBoard::MiniMaxAB(bool left, int maxdepth){ _cpuleft = left; _maxdepth = maxdepth; tMove bestmove; bestmove.rating = -1000000; int currentscore; _bestmoves.clear(); std::vector<tMove> movelist; GenerateMoves(&m_fields, left, movelist); for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &m_fields, sizeof(tBoard)); ExecuteMove(&board2, left, movelist[i]); int rating = movelist[i].rating; currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left); if (currentscore > bestmove.rating) { bestmove.rating = currentscore; bestmove.move = movelist[i].move; } tMove move; move.move = movelist[i].move; move.rating = currentscore; _bestmoves.push_back(move); } return bestmove;}[/source]
The starting function is MiniMaxAB(bool left, int maxdepth), where fpr "left"=true the cpu player is on the left side else right side.
#1AticAtac
Posted 24 September 2012 - 01:32 AM
Yes, all pieces (except those in the base) move one step in the same direction. For left player e.g. the movement starts with the pieces from right-to-left, so one cann't land at own piece.
Thankls for the link i will look at.
Meanwhile, here my minimax-code:
[source lang="cpp"]//--------------------------------------------------------------------------------tMove cBoard::MiniMaxAB(bool left, int maxdepth){ tEvaluation eval; _cpuleft = left; _maxdepth = maxdepth; tMove bestmove; bestmove.rating = -1000000; int currentscore; _bestmoves.clear(); std::vector<tMove> movelist; GenerateMoves(&m_fields, left, movelist); for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &m_fields, sizeof(tBoard)); memset(&eval, 0, sizeof(tEvaluation)); ExecuteMove(&board2, left, movelist[i], eval); int rating = movelist[i].rating; currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left); if (currentscore > bestmove.rating) { bestmove.rating = currentscore; bestmove.move = movelist[i].move; } tMove move; move.move = movelist[i].move; move.rating = currentscore; _bestmoves.push_back(move); } return bestmove;}//--------------------------------------------------------------------------------int cBoard::MiniMaxAB(tBoard& board, int depth, int alpha, int beta, int sumscore, bool left){tEvaluation eval;if (depth == _maxdepth) return sumscore;std::vector<tMove> movelist;GenerateMoves(&board, left, movelist);if (movelist.size() == 0) return sumscore;int this_alpha = -1000000;int this_beta = +1000000;// Max nodeif (left == _cpuleft){ for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); memset(&eval, 0, sizeof(tEvaluation)); ExecuteMove(&board2, left, movelist[i], eval); int score = movelist[i].rating; int val = MiniMaxAB(board2, depth+1, Max(alpha, this_alpha), beta, sumscore+score, !left); this_alpha = Max(this_alpha, val); if (this_alpha >= beta) { break; } } return this_alpha;} else{ for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); memset(&eval, 0, sizeof(tEvaluation)); ExecuteMove(&board2, left, movelist[i], eval); int score = -movelist[i].rating; int val = MiniMaxAB(board2, depth+1, alpha, Min(beta, this_beta), sumscore+score, !left); this_beta = Min(this_beta, val); if (alpha >= this_beta) { break; } } return this_beta;}return 0;}[/source]
Thankls for the link i will look at.
Meanwhile, here my minimax-code:
[source lang="cpp"]//--------------------------------------------------------------------------------tMove cBoard::MiniMaxAB(bool left, int maxdepth){ tEvaluation eval; _cpuleft = left; _maxdepth = maxdepth; tMove bestmove; bestmove.rating = -1000000; int currentscore; _bestmoves.clear(); std::vector<tMove> movelist; GenerateMoves(&m_fields, left, movelist); for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &m_fields, sizeof(tBoard)); memset(&eval, 0, sizeof(tEvaluation)); ExecuteMove(&board2, left, movelist[i], eval); int rating = movelist[i].rating; currentscore = MiniMaxAB(board2, 0, -1000000, +1000000, rating, !left); if (currentscore > bestmove.rating) { bestmove.rating = currentscore; bestmove.move = movelist[i].move; } tMove move; move.move = movelist[i].move; move.rating = currentscore; _bestmoves.push_back(move); } return bestmove;}//--------------------------------------------------------------------------------int cBoard::MiniMaxAB(tBoard& board, int depth, int alpha, int beta, int sumscore, bool left){tEvaluation eval;if (depth == _maxdepth) return sumscore;std::vector<tMove> movelist;GenerateMoves(&board, left, movelist);if (movelist.size() == 0) return sumscore;int this_alpha = -1000000;int this_beta = +1000000;// Max nodeif (left == _cpuleft){ for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); memset(&eval, 0, sizeof(tEvaluation)); ExecuteMove(&board2, left, movelist[i], eval); int score = movelist[i].rating; int val = MiniMaxAB(board2, depth+1, Max(alpha, this_alpha), beta, sumscore+score, !left); this_alpha = Max(this_alpha, val); if (this_alpha >= beta) { break; } } return this_alpha;} else{ for (unsigned int i=0; i<movelist.size(); ++i) { tBoard board2; memcpy(&board2, &board, sizeof(tBoard)); memset(&eval, 0, sizeof(tEvaluation)); ExecuteMove(&board2, left, movelist[i], eval); int score = -movelist[i].rating; int val = MiniMaxAB(board2, depth+1, alpha, Min(beta, this_beta), sumscore+score, !left); this_beta = Min(this_beta, val); if (alpha >= this_beta) { break; } } return this_beta;}return 0;}[/source]