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Question by HamzaEzzRa · Feb 27, 2020 at 07:35 AM · c#aisearchboardgame

Minimax implementation problem ?

I'm trying to make a board game similar to chess, but I can't figure out a correct way to implement the minimax search algorithm for the AI movement. Two days in, this is what I came up with:

 public void MoveAI()
 {   
     if (Preserve.againstAI)  //Verify if playing against AI
     {
         Tuple<BasePiece, Cell, int> minimaxTuple = MiniMax(3, int.MinValue, int.MaxValue, false);
         real = true;  //Basically saying that the next move is going to be physically applied to the board (pieces change position);
         minimaxTuple.Item1.targetCell = minimaxTuple.Item2;
         minimaxTuple.Item1.Move();  //Applying the best move given by minimax
         SwitchSides(Color.black);  // Whites turn
     }
 }

 public Tuple<BasePiece, Cell, int> MiniMax(int depth, int alpha, int beta, bool maximizingPlayer)
 {
     real = false;  //Pieces movement doesn't appear physically in the board, but they change cells
     if (depth == 0 || CheckMat() || CheckNull())  // CheckNull checks if a draw occurs
     {
         return new Tuple<BasePiece, Cell, int>(null, null, BasePiece.numberOfWhitePieces - BasePiece.numberOfBlackPieces);
     }
     if (maximizingPlayer)
     {
         bool found = false;
         int maxEval = int.MinValue;
         for (int j = 0; j < allWhites.Count; j++)  //Checks all white pieces
         {
             allWhites[j].CheckPathing();  //Checks every possible move for this piece and adds it to the higlightedCells list
             for (int i = 0; i < allWhites[j].highlightedCells.Count; i++)
             {
                 allWhites[j].targetCell = allWhites[j].highlightedCell[i];
                 allWhites[j].Move();
                 int eval = MiniMax(depth - 1, alpha, beta, false).Item3;
                 UIElement.Undo();  // Pieces go back to the previous board state before previous Move() call
                 maxEval = eval > maxEval ? eval : maxEval;
                 alpha = eval > alpha ? eval : alpha;
                 if (beta <= alpha)
                 {
                     found = true;
                     break;
                 }
             }
             if (found)
             {
                 break;
             }
         }
         return new Tuple<BasePiece, Cell, int>(actualPiece, actualCell, maxEval);
     }
     else
     {
         bool found = false;
         int minEval = int.MaxValue;
         for (int j = 0; j < allBlacks.Count; j++)
         {
             allBlacks[j].CheckPathing();
             for (int i = 0; i < allBlacks[j].highlightedCells.Count; i++)
             {
                 allBlacks[j].targetCell = allWhites[j].highlightedCell[i];
                 allBlacks[j].Move();
                 int eval = MiniMax(depth - 1, alpha, beta, true).Item3;
                 UIElement.Undo();
                 minEval = eval < minEval ? eval : minEval;
                 beta = eval < beta ? eval : beta;
                 if (beta <= alpha)
                 {
                     found = true;
                     break;
                 }
             }
             if (found)
             {
                 break;
             }
         }
         return new Tuple<BasePiece, Cell, int>(actualPiece, actualCell, minEval);
     }
 }

The result is quite messy and I end up with a bunch of pieces moving and duplicating (?) even after using a boolean (real) to keep the pieces from physically moving in the board within the minimax call.

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