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#include "AI.h"
void AI::init(Chess* chess)
{
this->chess = chess;
int size = chess->getGradeSize();
for (int i = 0; i < size; ++i)
{
vector<int>row;
for (int j = 0; j < size; ++j)
{
row.push_back(0);
}
scoreMap.push_back(row);
}
}
void AI::go()
{
ChessPos pos = think();
//假。反应时间
Sleep(1000);
chess->ChessMove(&pos, CHESS_WHITE);
}
void AI::calculateScore()
{
int playerNum = 0;
int aiNum = 0;
int emptyNum = 0;
for (int i = 0; i < scoreMap.size(); ++i)
for (int j = 0; j < scoreMap[i].size(); ++j)
scoreMap[i][j] = 0;
int size = chess->getGradeSize();
for (int row = 0; row < size; ++row)
for (int col = 0; col < size; ++col)
{
if(chess->getChessData(row,col))
continue;
for (int y = -1; y <= 0; ++y)
{
for (int x = -1; x <= 1; ++x)
{
if (y == 0 && x == 0)
continue;
if (y == 0 && x != 1)
continue;
playerNum = 0;
aiNum = 0;
emptyNum = 0;
//推测黑棋落子的棋形
for (int i = 1; i <= 4; ++i)
{
int curRow = row + i * y;
int curCol = col + i * x;
if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 1)
playerNum++;
else if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 0)
{
emptyNum++;
break;
}
else
break;
}
//反向
for (int i = 1; i <= 4; ++i)
{
int curRow = row - i * y;
int curCol = col - i * x;
if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 1)
playerNum++;
else if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 0)
{
emptyNum++;
break;
}
else
break;
}
//评估
if (playerNum == 1)
//连2
scoreMap[row][col] += 10;
else if (playerNum == 2)
{
//死3
if (emptyNum == 1)
scoreMap[row][col] += 30;
//活3
else if (emptyNum == 2)
scoreMap[row][col] += 40;
}
else if(playerNum == 3)
{
//死4
if(emptyNum == 1)
scoreMap[row][col] += 60;
//活4
else if (emptyNum == 2)
scoreMap[row][col] += 2000;
}
else if (playerNum == 4)
{
//连5
scoreMap[row][col] += 20000;
}
//推测白棋落子的棋形
emptyNum = 0;
for (int i = 1; i <= 4; ++i)
{
int curRow = row + i * y;
int curCol = col + i * x;
if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == -1)
aiNum++;
else if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 0)
{
emptyNum++;
break;
}
else
break;
}
//反向
for (int i = 1; i <= 4; ++i)
{
int curRow = row - i * y;
int curCol = col - i * x;
if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == -1)
aiNum++;
else if (curRow >= 0 && curRow < size && curCol >= 0 && curCol < size && chess->getChessData(curRow, curCol) == 0)
{
emptyNum++;
break;
}
else
break;
}
//评估
if (aiNum == 0)
scoreMap[row][col] += 5;
if (aiNum == 1)
//连2
scoreMap[row][col] += 10;
else if (aiNum == 2)
{
//死3
if (emptyNum == 1)
scoreMap[row][col] += 25;
//活3
else if (emptyNum == 2)
scoreMap[row][col] += 50;
}
else if (aiNum == 3)
{
//死4
if (emptyNum == 1)
scoreMap[row][col] += 55;
//活4
else if (emptyNum == 2)
scoreMap[row][col] += 10000;
}
else if (aiNum >= 4)
{
//连5赢棋
scoreMap[row][col] += 30000;
}
}
}
}
}
ChessPos AI::think()
{
calculateScore();
vector<ChessPos>maxPoints;
int maxScore = 0;
int size = scoreMap.size();
for (int row = 0; row < size; ++row)
{
for (int col = 0; col < size; ++col)
{
if (chess->getChessData(row, col) == 0)
{
if (scoreMap[row][col] > maxScore)
{
maxScore = scoreMap[row][col];
maxPoints.clear();
maxPoints.push_back(ChessPos(row, col));
}
else if (scoreMap[row][col] == maxScore)
maxPoints.push_back(ChessPos(row,col));
}
}
}
int index = rand() % maxPoints.size();
return maxPoints[index];
}