I am currently trying to make a good AI for Othello, and have done so using the Minimax algorithm. However, when I tried to make a deeper search using alpha-beta pruning, it seemed like the algorithm was playing terribly. I checked it with other sources like Wiki and Berkely.edu , and I think I have implemented it correctly, but I still can't find the problem.
def alphabeta(board, player, a, b, lev):
h = heur(board, player)
if lev == 0:
return h, None
poss = get_legal_moves(board, player)
if len(poss) == 0:
return h, None
move = 0
for x in poss:
cpboard = board[:]
cpboard[x] = player
bracket(cpboard, player, x)
a1, q = alphabeta(cpboard, opponent_color(player), a, b, lev-1)
if player is me:
if a1 > a:
a, move = a1, x
else:
if a1 < b:
b, move = a1, x
if b <= a:
break
if player is me:
return a, move
else:
return b, move
Your alpha-beta code is probably wrong. Be aware of what happens when a player 'pass the turn' (i.e. has no available moves), i had a tricky bug in my code, due to this.
Did you call the recursion with the alpha and beta values switched? Mine works like this (Java code):
private float minimax(OthelloBoard board, OthelloMove best, float alpha, float beta, int depth)
{
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 INFINITY;
if ((state == OthelloBoard.STATE_WHITE_WINS) && (currentPlayer == OthelloBoard.WHITE))
return INFINITY;
if ((state == OthelloBoard.STATE_BLACK_WINS) && (currentPlayer == OthelloBoard.WHITE))
return -INFINITY;
if ((state == OthelloBoard.STATE_WHITE_WINS) && (currentPlayer == OthelloBoard.BLACK))
return -INFINITY;
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;
}
The call is like:
OthelloMove bestFound = new OthelloMove();
int maxDepth = 8;
minimax(board, bestFound, -Float.MAX_VALUE, Float.MAX_VALUE, maxDepth);
//Wait for Thread to finish
board.makeMove(bestFound);
Edit: In case a player has no available moves, getAllMoves() return a 'dummy move', that doesn't change the board at all, just pass the turn.
Hope it helps!