From 02d088043a6d48120247436978d02f5bf7b9c001 Mon Sep 17 00:00:00 2001
From: DannyAbdi <dannyabdi13@gmail.com>
Date: Tue, 27 Feb 2024 01:33:31 +0000
Subject: [PATCH] Implemented minmax algorithm for multi-agent navigation

---
 minmax.py | 88 +++++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 88 insertions(+)
 create mode 100644 minmax.py

diff --git a/minmax.py b/minmax.py
new file mode 100644
index 0000000..e991a2f
--- /dev/null
+++ b/minmax.py
@@ -0,0 +1,88 @@
+class MinMax:
+    """
+    Initializes a MinMax object.
+
+    :param maze: The maze used for navigation and solving.
+    """
+    def __init__(self, maze):
+        self.maze = maze
+
+    """
+    Gets the valid moves that an enemy agent can take.
+
+    :param player_position: The current position of the player agent.
+    :return: A list of valid moves for the enemy agent.
+    """
+    def get_valid_moves(self, player_position):
+        valid_moves = []
+        for dx, dy in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
+            x, y = player_position[1] + dx, player_position[0] + dy
+            if (0 <= x < len(self.maze.current_level[0]) and 0 <= y < len(self.maze.current_level) and
+                    self.maze.current_level[y][x] != 1):
+                valid_moves.append((y, x))
+        return valid_moves
+
+    """
+    Checks if a move to a given position is valid.
+
+    :param position: The position to move to.
+    :return: True if the move is valid, False otherwise.
+    """
+    def is_valid_move(self, position):
+        x, y = position[1], position[0]
+        return (0 <= x < len(self.maze.current_level[0]) and 0 <= y < len(self.maze.current_level) and
+                self.maze.current_level[y][x] != 1)
+
+    """
+    Performs the MinMax algorithm to determine the best move the enemy can take.
+
+    :param player_position: The current position of the player agent.
+    :param enemy_position: The current position of the enemy agent.
+    :param depth: The depth of the MinMax search tree.
+    :param maximising_player: True if maximising player (enemy), False if minimising player (player).
+    :return: The best move for the enemy agent.
+    """
+    def minmax(self, player_position, enemy_position, depth, maximising_player):
+        if depth == 0 or self.game_over():
+            # Evaluate the current game state
+            return self.evaluate(player_position, enemy_position)
+
+        if maximising_player:
+            max_eval = float('-inf')
+            valid_moves = self.get_valid_moves(enemy_position)
+            best_move = None
+            for move in valid_moves:
+                if self.is_valid_move(move):
+                    eval = self.minmax(player_position, move, depth - 1, False)
+                    if eval > max_eval:
+                        max_eval = eval
+                        best_move = move
+            return max_eval if depth == 1 else best_move
+        else:
+            min_eval = float('inf')
+            valid_moves = self.get_valid_moves(player_position)
+            for move in valid_moves:
+                if self.is_valid_move(move):
+                    eval = self.minmax(move, enemy_position, depth - 1, True)
+                    min_eval = min(min_eval, eval)
+            return min_eval
+
+    """
+    Evaluate the current game state.
+
+    :param player_position: The current position of the player agent.
+    :param enemy_position: The current position of the enemy agent.
+    :return: The evaluation of the current game state.
+    """
+    def evaluate(self, player_position, enemy_position):
+        # Implement the evaluation logic here
+        pass
+
+    """
+    Check if the game is over.
+
+    :return: True if the game is over, False otherwise.
+    """
+    def game_over(self):
+        # Implement the game over condition here
+        pass
-- 
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