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289 lines (280 loc) · 7.24 KB
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#include "ai.h"
#include "chess.h"
#include <vector>
#include <cstdlib>
#include <ctime>
using namespace std;
static int count1 = 0;
struct MoveAndScore { //记录走法及对应的棋盘分数
int x1;
int y1;
int x2;
int y2;
int score;
};
vector<int> move2(int chessboard[10][9], int turn) { //返回本步棋的走法
vector<int> move = { 0,0,0,0 };
int temp_chessboard[10][9];//复制棋盘
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 9; j++) {
temp_chessboard[i][j] = chessboard[i][j];
}
}
struct MoveAndScore result;
result = maxScore(temp_chessboard, turn, 1, 99999, -99999);
move[0] = result.x1;
move[1] = result.y1;
move[2] = result.x2;
move[3] = result.y2;
count1++;
//
return move;
}
/*
//生成随机走法
vector<int> results = allMoves(chessboard, turn);
int num = results.size() / 4;
unsigned seed;
seed = time(0);
srand(seed);
int r = rand() % num;
move[0] = results[r * 4];
move[1] = results[r * 4 + 1];
move[2] = results[r * 4 + 2];
move[3] = results[r * 4 + 3];
*/
vector<int> allMoves(int chessboard[10][9], int turn) {//返回所有可走走法(其实与availableMoves()函数基本相同)
vector<int> result = {};
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 9; j++) {
if (turn == 0) {//红方
if (chessboard[i][j] > 0) {
vector<int> v = moves(chessboard, i, j);
for (int k = 0; k < v.size(); k += 2) {
if (!checkAfterMove(chessboard, turn, i, j, v[k], v[k + 1])) {
result.push_back(i);
result.push_back(j);
result.push_back(v[k]);
result.push_back(v[k + 1]);
}
}
}
}
else {//黑方
if (chessboard[i][j] < 0) {
vector<int> v = moves(chessboard, i, j);
for (int k = 0; k < v.size(); k += 2) {
if (!checkAfterMove(chessboard, turn, i, j, v[k], v[k + 1])) {
result.push_back(i);
result.push_back(j);
result.push_back(v[k]);
result.push_back(v[k + 1]);
}
}
}
}
}
}
return result;
}
int score(int chessboard[10][9], int turn) {//给棋局打分
int score = 0;
for(int i = 0; i < 10; i++) {
for (int j = 0; j < 9; j++) {
if (chessboard[i][j] > 0) {
if (chessboard[i][j] == 1) {//兵
if (i > 4) {
score += 10;
}
else {
score += 20;
}
}
else if (chessboard[i][j] == 2) {//炮
score += 45;
}
else if (chessboard[i][j] == 3) {//车
score += 90;
}
else if (chessboard[i][j] == 4) {//马
score += 40;
}
else if (chessboard[i][j] == 5) {//相
score += 20;
}
else if (chessboard[i][j] == 6) {//士
score += 20;
}
}
else if (chessboard[i][j] < 0) {
if (chessboard[i][j] == -1) {
if (i < 6) {
score -= 10;
}
else {
score -= 20;
}
}
else if (chessboard[i][j] == -2) {
score -= 45;
}
else if (chessboard[i][j] == -3) {
score -= 90;
}
else if (chessboard[i][j] == -4) {
score -= 40;
}
else if (chessboard[i][j] == -5) {
score -= 20;
}
else if (chessboard[i][j] == -6) {
score -= 20;
}
}
}
}
if (turn == 1) { //黑方
score = -score;
}
return score;
}
struct MoveAndScore maxScore(int chessboard[10][9], int turn, int depth, int alpha, int beta) {//最大值算法(奇数层,我方走子)
vector<int> results = { };
results = allMoves(chessboard, turn);
int num = results.size() / 4;
int sc = -99999;
int no = 0;//选择第no个走法
struct MoveAndScore result;
int temp_beta = sc;
if (num != 0) {//有子可走(未被将死或无子可动)
for (int i = 0; i < num * 4; i += 4) {
//用于还原棋盘
int temp_x2 = results[i + 2];
int temp_y2 = results[i + 3];
int before = chessboard[temp_x2][temp_y2];
//模拟移动后的局面
move1(chessboard, results[i], results[i + 1], results[i + 2], results[i + 3]);
struct MoveAndScore temp;
temp = minScore(chessboard, turn, depth + 1, alpha, temp_beta);
if (sc < temp.score) {
sc = temp.score;
no = i / 4;
temp_beta = sc;
//剪枝
if (sc > alpha) {
move1(chessboard, results[i + 2], results[i + 3], results[i], results[i + 1]);
chessboard[temp_x2][temp_y2] = before;
break;
}
}
//还原
move1(chessboard, results[i + 2], results[i + 3], results[i], results[i + 1]);
chessboard[temp_x2][temp_y2] = before;
}
result.score = sc;
result.x1 = results[no * 4];
result.y1 = results[no * 4 + 1];
result.x2 = results[no * 4 + 2];
result.y2 = results[no * 4 + 3];
}
else {//无子可走,已被将死或无子可动,不再递归
result.score = -99999;
result.x1 = -1;
result.y1 = -1;
result.x2 = -1;
result.y2 = -1;
}
return result;
}
struct MoveAndScore minScore(int chessboard[10][9], int turn, int depth, int alpha, int beta) {//最小值算法(偶数层,对方走子)
int max_depth = 4;//最大层数,为偶数
vector<int> results = { };
results = allMoves(chessboard, 1 - turn);
int num = results.size() / 4;
int sc = 99999;
int no = 0;//选择第no个走法
struct MoveAndScore result;
if (depth < max_depth) {//未到最大层,递归
if (num != 0) {//有子可走(未被将死或无子可动)
int temp_alpha = sc;
for (int i = 0; i < num * 4; i += 4) {
//用于还原棋盘
int temp_x2 = results[i + 2];
int temp_y2 = results[i + 3];
int before = chessboard[temp_x2][temp_y2];
//模拟移动后的局面
move1(chessboard, results[i], results[i + 1], results[i + 2], results[i + 3]);
struct MoveAndScore temp;
temp = maxScore(chessboard, turn, depth + 1, temp_alpha, beta);
if (sc > temp.score) {
sc = temp.score;
no = i / 4;
temp_alpha = sc;
//剪枝
if (sc < beta) {
move1(chessboard, results[i + 2], results[i + 3], results[i], results[i + 1]);
chessboard[temp_x2][temp_y2] = before;
break;
}
}
//还原
move1(chessboard, results[i + 2], results[i + 3], results[i], results[i + 1]);
chessboard[temp_x2][temp_y2] = before;
}
result.score = sc;
result.x1 = results[no * 4];
result.y1 = results[no * 4 + 1];
result.x2 = results[no * 4 + 2];
result.y2 = results[no * 4 + 3];
}
else {//无子可走,已被将死或无子可动,不再递归
result.score = 99999;
result.x1 = -1;
result.y1 = -1;
result.x2 = -1;
result.y2 = -1;
}
return result;
}
else {//已到最深层,根据棋局算分(一定是偶数层)
if (num != 0) {//有子可走(未被将死或无子可动)
for (int i = 0; i < num * 4; i += 4) {
//用于还原棋盘
int temp_x2 = results[i + 2];
int temp_y2 = results[i + 3];
int before = chessboard[temp_x2][temp_y2];
//模拟移动后的局面
move1(chessboard, results[i], results[i + 1], results[i + 2], results[i + 3]);
struct MoveAndScore temp;
temp.score = score(chessboard, turn);//打分
count1++;
if (sc > temp.score) {
sc = temp.score;
no = i / 4;
//剪枝
if (sc < beta) {
move1(chessboard, results[i + 2], results[i + 3], results[i], results[i + 1]);
chessboard[temp_x2][temp_y2] = before;
break;
}
}
//还原
move1(chessboard, results[i + 2], results[i + 3], results[i], results[i + 1]);
chessboard[temp_x2][temp_y2] = before;
}
result.score = sc;
result.x1 = results[no * 4];
result.y1 = results[no * 4 + 1];
result.x2 = results[no * 4 + 2];
result.y2 = results[no * 4 + 3];
}
else {//无子可走,已被将死或无子可动
result.score = 99999;
result.x1 = -1;
result.y1 = -1;
result.x2 = -1;
result.y2 = -1;
}
return result;
}
}