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#include "AI.h"
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void AI::init(Chess* chess)
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{
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this->chess = chess;
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int size = chess->getGradeSize();
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for (int i = 0; i < size; ++i)
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{
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vector<int>row;
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for (int j = 0; j < size; ++j)
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{
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row.push_back(0);
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}
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scoreMap.push_back(row);
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}
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}
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void AI::go()
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{
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ChessPos pos = think();
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//<2F>١<EFBFBD><D9A1><EFBFBD>Ӧʱ<D3A6><CAB1>
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Sleep(1000);
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chess->ChessMove(&pos, CHESS_WHITE);
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}
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void AI::calculateScore()
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{
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int playerNum = 0;
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int aiNum = 0;
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int emptyNum = 0;
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for (int i = 0; i < scoreMap.size(); ++i)
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for (int j = 0; j < scoreMap[i].size(); ++j)
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scoreMap[i][j] = 0;
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int size = chess->getGradeSize();
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for (int row = 0; row < size; ++row)
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for (int col = 0; col < size; ++col)
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{
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if(chess->getChessData(row,col))
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continue;
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for (int y = -1; y <= 0; ++y)
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{
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for (int x = -1; x <= 1; ++x)
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{
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if (y == 0 && x == 0)
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continue;
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if (y == 0 && x != 1)
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continue;
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playerNum = 0;
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aiNum = 0;
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emptyNum = 0;
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//<2F>Ʋ<EFBFBD><C6B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>
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for (int i = 1; i <= 4; ++i)
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{
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int curRow = row + i * y;
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int curCol = col + i * x;
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if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 1)
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playerNum++;
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else if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 0)
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{
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emptyNum++;
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break;
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}
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else
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break;
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}
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//<2F><><EFBFBD><EFBFBD>
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for (int i = 1; i <= 4; ++i)
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{
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int curRow = row - i * y;
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int curCol = col - i * x;
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if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 1)
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playerNum++;
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else if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 0)
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{
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emptyNum++;
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break;
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}
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else
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break;
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}
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//<2F><><EFBFBD><EFBFBD>
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if (playerNum == 1)
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//<2F><>2
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scoreMap[row][col] += 10;
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else if (playerNum == 2)
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{
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//<2F><>3
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if (emptyNum == 1)
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scoreMap[row][col] += 30;
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//<2F><>3
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else if (emptyNum == 2)
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scoreMap[row][col] += 40;
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}
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else if(playerNum == 3)
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{
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//<2F><>4
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if(emptyNum == 1)
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scoreMap[row][col] += 60;
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//<2F><>4
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else if (emptyNum == 2)
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scoreMap[row][col] += 2000;
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}
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else if (playerNum == 4)
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{
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//<2F><>5
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scoreMap[row][col] += 20000;
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}
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//<2F>Ʋ<EFBFBD><C6B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>
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emptyNum = 0;
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for (int i = 1; i <= 4; ++i)
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{
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int curRow = row + i * y;
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int curCol = col + i * x;
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if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == -1)
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aiNum++;
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else if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 0)
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{
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emptyNum++;
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break;
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}
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else
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break;
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}
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//<2F><><EFBFBD><EFBFBD>
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for (int i = 1; i <= 4; ++i)
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{
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int curRow = row - i * y;
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int curCol = col - i * x;
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if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == -1)
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aiNum++;
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else if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 0)
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{
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emptyNum++;
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break;
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}
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else
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break;
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}
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//<2F><><EFBFBD><EFBFBD>
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if (aiNum == 0)
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scoreMap[row][col] += 5;
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if (aiNum == 1)
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//<2F><>2
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scoreMap[row][col] += 10;
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else if (aiNum == 2)
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{
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//<2F><>3
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if (emptyNum == 1)
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scoreMap[row][col] += 25;
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//<2F><>3
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else if (emptyNum == 2)
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scoreMap[row][col] += 50;
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}
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else if (aiNum == 3)
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{
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//<2F><>4
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if (emptyNum == 1)
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scoreMap[row][col] += 55;
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//<2F><>4
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else if (emptyNum == 2)
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scoreMap[row][col] += 10000;
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}
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else if (aiNum >= 4)
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{
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//<2F><>5Ӯ<35><D3AE>
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scoreMap[row][col] += 30000;
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}
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}
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}
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}
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}
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ChessPos AI::think()
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{
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calculateScore();
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vector<ChessPos>maxPoints;
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int maxScore = 0;
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int size = scoreMap.size();
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for (int row = 0; row < size; ++row)
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{
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for (int col = 0; col < size; ++col)
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{
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if (chess->getChessData(row, col) == 0)
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{
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if (scoreMap[row][col] > maxScore)
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{
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maxScore = scoreMap[row][col];
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maxPoints.clear();
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maxPoints.push_back(ChessPos(row, col));
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}
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else if (scoreMap[row][col] == maxScore)
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maxPoints.push_back(ChessPos(row,col));
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}
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}
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}
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int index = rand() % maxPoints.size();
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return maxPoints[index];
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}
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