/** * Method which simulates the game from a given node/state * * @param n * @return */ private int defaultPolicy(Node n) { Game currentState = n.getState().copy(); int d = 0; while (!isStateTerminal(currentState) && d != depth) { MOVE localCurrentDirection = null; if (d == 0 || currentState.isJunction( currentState.getPacmanCurrentNodeIndex())) { // is in a junction MOVE[] moves = currentState.getPossibleMoves(currentState.getPacmanCurrentNodeIndex()); int i = rng.nextInt(moves.length); localCurrentDirection = moves[i]; while (moves[i] == localCurrentDirection.opposite()) { i = rng.nextInt(moves.length); } localCurrentDirection = moves[i]; } currentState.advanceGame( localCurrentDirection, controller.Controller.getGhostController().getMove(currentState, 0)); d++; } if (isStateTerminal(currentState)) { return -1; } return currentState.getScore(); }