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GameTree.cs
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Threading.Tasks;
namespace GameTree
{
public class GameTree
{
//棋盘高度
const int high = 10;
//棋盘宽度
const int length = 10;
//搜索深度
const int DEPTH = 3;
int skip_num = 0;
int pruning_num = 0;
int search_num = 0;
int cut_search_num = 0;
int alpha = int.MinValue;
int beta = int.MaxValue;
//棋盘
private int[,] Map = new int[high, length];
//下一步
Tuple<int, int> NextStep = new Tuple<int, int>(0, 0);
//棋形分数
Dictionary<Tuple<int, int, int, int, int, int>, int> FormationScore = new Dictionary<Tuple<int, int, int, int, int, int>, int>
{
{new Tuple<int, int, int, int, int, int>(1, 0, 0, 0, 0, 0), 10 },
{new Tuple<int, int, int, int, int, int>(1, 1, 0, 0, 0, 0), 50 },
{new Tuple<int, int, int, int, int, int>(0, 1, 1, 0, 0, 0), 100 },
{new Tuple<int, int, int, int, int, int>(1, 1, 0, 1, 0, 0), 400 },
{new Tuple<int, int, int, int, int, int>(0, 1, 1, 0, 1, 0), 800 },
{new Tuple<int, int, int, int, int, int>(1, 1, 1, 0, 0, 0), 2000 },
{new Tuple<int, int, int, int, int, int>(0, 1, 1, 1, 0, 0), 4000 },
{new Tuple<int, int, int, int, int, int>(1, 1, 1, 0, 1, 0), 7000 },
{new Tuple<int, int, int, int, int, int>(0, 1, 1, 1, 0, 1), 8000 },
{new Tuple<int, int, int, int, int, int>(1, 1, 1, 1, 0, 0), 10000 },
{new Tuple<int, int, int, int, int, int>(0, 1, 1, 1, 1, 0), 50000 },
{new Tuple<int, int, int, int, int, int>(1, 1, 1, 1, 1, 0), int.MaxValue },
{new Tuple<int, int, int, int, int, int>(2, 0, 0, 0, 0, 0), -10 },
{new Tuple<int, int, int, int, int, int>(2, 2, 0, 0, 0, 0), -50 },
{new Tuple<int, int, int, int, int, int>(0, 2, 2, 0, 0, 0), -200 },
{new Tuple<int, int, int, int, int, int>(2, 2, 0, 2, 0, 0), -500 },
{new Tuple<int, int, int, int, int, int>(2, 2, 2, 0, 0, 0), -2000 },
{new Tuple<int, int, int, int, int, int>(0, 2, 2, 2, 0, 0), -4000 },
{new Tuple<int, int, int, int, int, int>(2, 2, 2, 0, 2, 0), -7000 },
{new Tuple<int, int, int, int, int, int>(0, 2, 2, 2, 0, 2), -8000 },
{new Tuple<int, int, int, int, int, int>(2, 2, 2, 2, 0, 0), -10000 },
{new Tuple<int, int, int, int, int, int>(0, 2, 2, 2, 2, 0), -50000 },
{new Tuple<int, int, int, int, int, int>(2, 2, 2, 2, 2, 0), int.MinValue },
{new Tuple<int, int, int, int, int, int>(2, 1, 0, 1, 0, 0), 10 },
{new Tuple<int, int, int, int, int, int>(2, 1, 1, 0, 0, 0), 20 },
{new Tuple<int, int, int, int, int, int>(2, 1, 1, 0, 1, 0), 200 },
{new Tuple<int, int, int, int, int, int>(2, 1, 0, 1, 1, 0), 300 },
{new Tuple<int, int, int, int, int, int>(2, 1, 1, 1, 0, 0), 500 },
{new Tuple<int, int, int, int, int, int>(2, 0, 1, 1, 0, 1), 700 },
{new Tuple<int, int, int, int, int, int>(2, 0, 1, 0, 1, 1), 800 },
{new Tuple<int, int, int, int, int, int>(2, 0, 1, 1, 1, 0), 2000 },
{new Tuple<int, int, int, int, int, int>(2, 1, 1, 1, 1, 0), 5000 },
{new Tuple<int, int, int, int, int, int>(2, 1, 0, 1, 0, 1), 2000 },
{new Tuple<int, int, int, int, int, int>(2, 1, 1, 0, 0, 1), 2000 },
{new Tuple<int, int, int, int, int, int>(2, 1, 1, 0, 1, 1), 5000 },
{new Tuple<int, int, int, int, int, int>(2, 1, 0, 1, 1, 1), 5000 },
{new Tuple<int, int, int, int, int, int>(2, 1, 1, 1, 0, 1), 6000 },
{new Tuple<int, int, int, int, int, int>(2, 0, 1, 1, 1, 1), 15000 },
{new Tuple<int, int, int, int, int, int>(2, 1, 1, 1, 1, 1), int.MaxValue },
{new Tuple<int, int, int, int, int, int>(1, 2, 0, 2, 0, 0), -10 },
{new Tuple<int, int, int, int, int, int>(1, 2, 2, 0, 0, 0), -20 },
{new Tuple<int, int, int, int, int, int>(1, 2, 2, 0, 2, 0), -200 },
{new Tuple<int, int, int, int, int, int>(1, 2, 0, 2, 2, 0), -300 },
{new Tuple<int, int, int, int, int, int>(1, 2, 2, 2, 0, 0), -500 },
{new Tuple<int, int, int, int, int, int>(1, 0, 2, 2, 0, 2), -700 },
{new Tuple<int, int, int, int, int, int>(1, 0, 2, 0, 2, 2), -800 },
{new Tuple<int, int, int, int, int, int>(1, 0, 2, 2, 2, 0), -2000 },
{new Tuple<int, int, int, int, int, int>(1, 2, 2, 2, 2, 0), -5000 },
{new Tuple<int, int, int, int, int, int>(1, 2, 0, 2, 0, 2), -2000 },
{new Tuple<int, int, int, int, int, int>(1, 2, 2, 0, 0, 2), -2000 },
{new Tuple<int, int, int, int, int, int>(1, 2, 2, 0, 2, 2), -5000 },
{new Tuple<int, int, int, int, int, int>(1, 2, 0, 2, 2, 2), -5000 },
{new Tuple<int, int, int, int, int, int>(1, 2, 2, 2, 0, 2), -6000 },
{new Tuple<int, int, int, int, int, int>(1, 0, 2, 2, 2, 2), -15000 },
{new Tuple<int, int, int, int, int, int>(1, 2, 2, 2, 2, 2), int.MinValue },
};
//构造函数,初始化棋盘
public GameTree()
{
for (int i = 0; i < high; i++)
{
for (int j = 0; j < length; j++)
{
Map[i, j] = 0;
}
}
}
//获取下一步行动(无逻辑处理)
public Tuple<int, int> GetNextStep()
{
return NextStep;
}
//极大极小值搜索
public int MinMaxSearch(bool isAI)
{
pruning_num = 0;
if (isAI)
{
return Max(DEPTH);
}
else
{
return Min(DEPTH);
}
}
//alpha-beta剪枝搜索(封装, 记录信息并返回下一步)
public Tuple<int, int> AlphaBetaSearch()
{
Console.WriteLine("搜索深度: {0}", DEPTH);
Console.WriteLine("high: {0}, length: {1}", high, length);
Console.WriteLine("初始化逻辑棋盘...");
PrintMap();
search_num = 0;
pruning_num = 0;
cut_search_num = 0;
alpha = int.MinValue;
beta = int.MaxValue;
Console.WriteLine("开始计算...");
TimeSpan ts1 = DateTime.Now - new DateTime(1970, 1, 1, 0, 0, 0, 0);
AlphaBetaSearch(true);
TimeSpan ts2 = DateTime.Now - new DateTime(1970, 1, 1, 0, 0, 0, 0);
PrintMap();
Console.WriteLine("计算时间: {0}", ts2-ts1);
Console.WriteLine("搜索次数: {0}", search_num);
Console.WriteLine("跳过搜索的格子数目: {0}", skip_num);
Console.WriteLine("剪枝次数: {0}", pruning_num);
Console.WriteLine("剪枝优化掉的搜索次数: {0}", cut_search_num);
Console.WriteLine("AI: ({0}, {1})", NextStep.Item1, NextStep.Item2);
search_num = 0;
pruning_num = 0;
cut_search_num = 0;
alpha = int.MinValue;
beta = int.MaxValue;
return NextStep;
}
//alpha-beta剪枝搜索
public int AlphaBetaSearch(bool isAI)
{
if (isAI)
{
return Max(DEPTH, alpha, beta);
}
else
{
return Min(DEPTH, alpha, beta);
}
}
//极大值搜索
private int Max(int depth)
{
int best = int.MinValue;
if (depth <= 0 || GameOver() > 0)
{
return Evaluate();
}
List<Tuple<int, int>> nextPositionList = NextMovePosition();
for (int i = 0; i < nextPositionList.Count; i++)
{
MakeNextMove(nextPositionList[i], true);
int value = Min(depth - 1);
UnmakeMove(nextPositionList[i]);
if (value > best)
{
best = value;
if (depth == DEPTH)
{
NextStep = nextPositionList[i];
}
}
if (depth == DEPTH)
{
Console.WriteLine("value:{0} , step:({1},{2}) ||| best:{3} , best_step:({4},{5})", value, nextPositionList[i].Item1 + 1, nextPositionList[i].Item2 + 1, best, NextStep.Item1 + 1, NextStep.Item2 + 1);
}
}
return best;
}
//极小值搜索
private int Min(int depth)
{
int best = int.MaxValue;
if (depth <= 0 || GameOver() > 0)
{
return Evaluate();
}
List<Tuple<int, int>> nextPositionList = NextMovePosition();
for (int i = 0; i < nextPositionList.Count; i++)
{
MakeNextMove(nextPositionList[i], false);
int value = Max(depth - 1);
UnmakeMove(nextPositionList[i]);
if (value < best)
{
best = value;
}
}
return best;
}
//极大值搜索(alpha剪枝)
private int Max(int depth, int alpha, int beta)
{
search_num++;
int v = GameOver();
if (depth <= 0)
{
return Evaluate();
}
if (v == 1)
{
return int.MaxValue;
}
if (v == 2)
{
return int.MinValue;
}
List<Tuple<int, int>> nextPositionList = NextMovePosition();
for (int i = 0; i < nextPositionList.Count; i++)
{
if (!CheckRound(nextPositionList[i]))
{
skip_num++;
continue;
}
MakeNextMove(nextPositionList[i], true);
int value = Min(depth - 1, alpha, beta);
UnmakeMove(nextPositionList[i]);
if (value > alpha)
{
alpha = value;
if (depth == DEPTH)
{
NextStep = nextPositionList[i];
}
if (alpha >= beta)
{
pruning_num++;
cut_search_num = cut_search_num + (nextPositionList.Count - i)*Convert.ToInt32(Math.Pow(nextPositionList.Count, depth-1));
return alpha;
}
}
if (depth == DEPTH)
{
Console.WriteLine("value:{0} , step:({1},{2}) ||| alpha:{3} , beta: {4} , best_step:({5},{6})", value, nextPositionList[i].Item1 + 1, nextPositionList[i].Item2 + 1, alpha, beta, NextStep.Item1 + 1, NextStep.Item2 + 1);
}
}
return alpha;
}
//极小值搜索(beta剪枝)
private int Min(int depth, int alpha, int beta)
{
search_num++;
int v = GameOver();
if (depth <= 0)
{
return Evaluate();
}
if(v == 1)
{
return int.MaxValue;
}
if(v == 2)
{
return int.MinValue;
}
List<Tuple<int, int>> nextPositionList = NextMovePosition();
for (int i = 0; i < nextPositionList.Count; i++)
{
if (!CheckRound(nextPositionList[i]))
{
skip_num++;
continue;
}
MakeNextMove(nextPositionList[i], false);
int value = Max(depth - 1, alpha, beta);
UnmakeMove(nextPositionList[i]);
if (value < beta)
{
beta = value;
if (alpha >= beta)
{
pruning_num++;
cut_search_num = cut_search_num + (nextPositionList.Count - i) * Convert.ToInt32(Math.Pow(nextPositionList.Count, depth - 1));
return beta;
}
}
}
return beta;
}
//评估函数
private int Evaluate()
{
int score = 0;
int[] values;
int k = 1;
for (int i = 0; i < high; i++)
{
for (int j = 0; j < length; j++)
{
for (int m = 0; m < 8; m++)
{
values = new int[6];
switch (m)
{
case 0:
for (int n = 0; n < 6; n++)
{
if (k == 0)
{
break;
}
if (j + n >= 0 && j + n < length)
{
values[n] = Map[i, j + n];
}
else
{
k = 0;
}
}
break;
case 1:
for (int n = 0; n < 6; n++)
{
if (k == 0)
{
break;
}
if (j + n >= 0 && j + n < length && i + n >= 0 && i + n < high)
{
values[n] = Map[i + n, j + n];
}
else
{
k = 0;
}
}
break;
case 2:
for (int n = 0; n < 6; n++)
{
if (k == 0)
{
break;
}
if (i + n >= 0 && i + n < high)
{
values[n] = Map[i + n, j];
}
else
{
k = 0;
}
}
break;
case 3:
for (int n = 0; n < 6; n++)
{
if (k == 0)
{
break;
}
if (i + n >= 0 && i + n < high && j - n >= 0 && j - n < length)
{
values[n] = Map[i + n, j - n];
}
else
{
k = 0;
}
}
break;
case 4:
for (int n = 0; n < 6; n++)
{
if (k == 0)
{
break;
}
if (j - n >= 0 && j - n < length)
{
values[n] = Map[i, j - n];
}
else
{
k = 0;
}
}
break;
case 5:
for (int n = 0; n < 6; n++)
{
if (k == 0)
{
break;
}
if (j - n >= 0 && j - n < length && i - n >= 0 && i - n < length)
{
values[n] = Map[i - n, j - n];
}
else
{
k = 0;
}
}
break;
case 6:
for (int n = 0; n < 6; n++)
{
if (k == 0)
{
break;
}
if (i - n >= 0 && i - n < length)
{
values[n] = Map[i - n, j];
}
else
{
k = 0;
}
}
break;
case 7:
for (int n = 0; n < 6; n++)
{
if (k == 0)
{
break;
}
if (j + n >= 0 && j + n < length && i - n >= 0 && i - n < length)
{
values[n] = Map[i - n, j + n];
}
else
{
k = 0;
}
}
break;
}
if (k == 1)
{
score = score + CalcScore(values);
}
else
{
k = 1;
}
}
}
}
return score;
}
//计算分数
private int CalcScore(int[] values)
{
Tuple<int, int, int, int, int, int> formation = new Tuple<int, int, int, int, int, int>(values[0], values[1], values[2], values[3], values[4], values[5]);
if (FormationScore.ContainsKey(formation))
{
return FormationScore[formation];
}
else
{
return 0;
}
}
//进行下一步行动
public void MakeNextMove(Tuple<int, int> position, bool isAI)
{
if (isAI)
{
Map[position.Item1, position.Item2] = 1;
}
else
{
Map[position.Item1, position.Item2] = 2;
}
}
//撤回行动
private void UnmakeMove(Tuple<int, int> position)
{
Map[position.Item1, position.Item2] = 0;
}
//下一步的所有走法
private List<Tuple<int, int>> NextMovePosition()
{
List<Tuple<int, int>> positions = new List<Tuple<int, int>>();
for (int i = 0; i < high; i++)
{
for (int j = 0; j < length; j++)
{
if (Map[i, j] == 0)
{
positions.Add(new Tuple<int, int>(i, j));
}
}
}
return positions;
}
//判断游戏是否结束;
// 0:未结束; 1:A胜利; 2:B胜利;
public int GameOver()
{
int[] values;
int k = 1;
int l = 999;
for (int i = 0; i < high; i++)
{
for (int j = 0; j < length; j++)
{
if (Map[i, j]<l)
{
l = Map[i, j];
}
for (int m = 0; m < 8; m++)
{
values = new int[6];
switch (m)
{
case 0:
for (int n = 0; n < 5; n++)
{
if (k == 0)
{
break;
}
if (j + n >= 0 && j + n < length)
{
values[n] = Map[i, j + n];
}
else
{
k = 0;
}
}
break;
case 1:
for (int n = 0; n < 5; n++)
{
if (k == 0)
{
break;
}
if (j + n >= 0 && j + n < length && i + n >= 0 && i + n < high)
{
values[n] = Map[i + n, j + n];
}
else
{
k = 0;
}
}
break;
case 2:
for (int n = 0; n < 5; n++)
{
if (k == 0)
{
break;
}
if (i + n >= 0 && i + n < high)
{
values[n] = Map[i + n, j];
}
else
{
k = 0;
}
}
break;
case 3:
for (int n = 0; n < 5; n++)
{
if (k == 0)
{
break;
}
if (i + n >= 0 && i + n < high && j - n >= 0 && j - n < length)
{
values[n] = Map[i + n, j - n];
}
else
{
k = 0;
}
}
break;
case 4:
for (int n = 0; n < 5; n++)
{
if (k == 0)
{
break;
}
if (j - n >= 0 && j - n < length)
{
values[n] = Map[i, j - n];
}
else
{
k = 0;
}
}
break;
case 5:
for (int n = 0; n < 5; n++)
{
if (k == 0)
{
break;
}
if (j - n >= 0 && j - n < length && i - n >= 0 && i - n < length)
{
values[n] = Map[i - n, j - n];
}
else
{
k = 0;
}
}
break;
case 6:
for (int n = 0; n < 5; n++)
{
if (k == 0)
{
break;
}
if (i - n >= 0 && i - n < length)
{
values[n] = Map[i - n, j];
}
else
{
k = 0;
}
}
break;
case 7:
for (int n = 0; n < 5; n++)
{
if (k == 0)
{
break;
}
if (j + n >= 0 && j + n < length && i - n >= 0 && i - n < length)
{
values[n] = Map[i - n, j + n];
}
else
{
k = 0;
}
}
break;
}
if (k == 1)
{
if (values[0] == 1 && values[1] == 1 && values[2] == 1 && values[3] == 1 && values[4] == 1)
{
return 1;
}
if (values[0] == 2 && values[1] == 2 && values[2] == 2 && values[3] == 2 && values[4] == 2)
{
return 2;
}
}
else
{
k = 1;
}
}
}
}
if(l > 0)
{
return 3;
}
return 0;
}
public void PrintMap()
{
for (int i = 0; i < high; i++)
{
for (int j = 0; j < length; j++)
{
Console.Write("{0} ", Map[i, j]);
}
Console.WriteLine();
}
Console.WriteLine();
}
//判断周围是否有棋子
private bool CheckRound(Tuple<int, int> position)
{
int x = position.Item1;
int y = position.Item2;
if (x + 1 < high)
{
if (Map[x+1, y] != 0)
{
return true;
}
}
if (x - 1 >= 0)
{
if (Map[x - 1, y] != 0)
{
return true;
}
}
if (y +1 < length)
{
if (Map[x, y+1] != 0)
{
return true;
}
}
if (y - 1 >= 0)
{
if (Map[x, y - 1] != 0)
{
return true;
}
}
if (x+1 < high && y + 1 < length)
{
if (Map[x+1, y + 1] != 0)
{
return true;
}
}
if (x - 1 >=0 && y -1 >=0)
{
if (Map[x - 1, y - 1] != 0)
{
return true;
}
}
if (x + 1 < high && y - 1 >= 0)
{
if (Map[x + 1, y - 1] != 0)
{
return true;
}
}
if (x - 1 >= 0 && y + 1 < length)
{
if (Map[x - 1, y + 1] != 0)
{
return true;
}
}
return false;
}
}
}