I'm working on a Minimax Algorithm for my reversi game so that I'll have a strong AI opponent facing the player. But I bumped into this error: "RangeError: Maximum call stack size exceeded"
What can I do to fix it?
Here's the code(I won't explain it with pseudo code since my question is not about the function not working):
AI Algorithm:
function minimaxAI(){
const squares = history[history.length - 1].slice()
let bestScore = -Infinity
let bestMove = null
// Perform minimax algorithm for each valid move and pick the best score
const AI = (ourPlayer === "white") ? "black" : "white"
const AIValidMoves = checkSquaresForSides()[(AI === "black") ? 0 : 1 ]
console.log(AIValidMoves)
for (var AIMove=0;AIMove<AIValidMoves.length;AIMove++){
const crds = AIValidMoves[AIMove].turned
crds.unshift(AIValidMoves[AIMove].coordinates)
const newBoard = handleMove(crds, squares)
const score = minimax(newBoard,5,(AI === "black") ? false : true)
if (score > bestScore) {
bestScore = score
bestMove = crds
}
}
const handling = bestMove
const upcomingAI = handleMove(handling)
setHistory(upcomingAI)
setStepNumber(upcomingAI.length - 1)
}
Minimax Algorithm:
function minimax(board, depth, isMaximizing){
const AI = (ourPlayer === "white") ? "BLACK" : "WHITE"
let result = setWinnerAndTurn(true)
// Retrieve the filled squares of the current board
let currentStones = 0
history[history.length - 1].slice().map((row, y) =>
row.map((square, x) =>
currentStones += (square) ? 1 : 0
)
);
let newStones = 0
// Retrieve the filled squares of the updated board
board.map((row, y) =>
row.map((square, x) =>
newStones += (square) ? 1 : 0
)
);
console.log(currentStones)
console.log(newStones)
if (result.winner || newStones - currentStones === depth) {
// Get the evaluated version of the last move
let score = (result.winner === AI) ? Infinity : -Infinity
return score
}
if (isMaximizing){
// Play the optimal move for the opposing player
let bestScore = -Infinity
let bestMove = null
const selection = (AI === "BLACK") ? 0 : 1
const AIValidMoves = checkSquaresForSides()[selection]
console.log(AIValidMoves)
for (var AIMove=0;AIMove<AIValidMoves.length;AIMove++){
const crds = AIValidMoves[AIMove].turned
crds.unshift(AIValidMoves[AIMove].coordinates)
const newBoard = handleMove(crds, board)
const score = minimax(newBoard,10,(selection === 0) ? false : true)
if (score > bestScore) {
bestScore = score
bestMove = crds
}
}
return bestScore
} else {
// Play the optimal move for the maximizing player
let bestScore = Infinity
let bestMove = null
const selection = (AI === "BLACK") ? 1 : 0
const AIValidMoves = checkSquaresForSides()[selection]
console.log(AIValidMoves)
for (var AIMove=0;AIMove<AIValidMoves.length;AIMove++){
const crds = AIValidMoves[AIMove].turned
crds.unshift(AIValidMoves[AIMove].coordinates)
const newBoard = handleMove(crds, board)
const score = minimax(newBoard,10,(selection === 1) ? false : true)
if (score < bestScore) {
bestScore = score
bestMove = crds
}
}
return bestScore
}
}
By the way, I solved the problem 1h ago(posting it now). I forgot to reduce the depth value with every step taken towards the root of the tree. Just changed these parts:
1st:
if (result.winner) {
// Get the evaluated version of the last move
let score = (result.winner === AI) ? Infinity : -Infinity
return score
} else if (depth === 0) {
return 0
}
2nd:
const score = minimax(newBoard,depth - 1,(selection === 1) ? false : true)
Otherwise the function would be stuck in an infinitive move
And also, you can remove this:
let currentStones = 0
history[history.length - 1].slice().map((row, y) =>
row.map((square, x) =>
currentStones += (square) ? 1 : 0
)
);
let newStones = 0
// Retrieve the filled squares of the updated board
board.map((row, y) =>
row.map((square, x) =>
newStones += (square) ? 1 : 0
)
);