/*! 一叶孤舟 | qq:28701884 | 欢迎指教 */ |
var AI = AI||{}; |
AI.historyTable = {}; //历史表 |
//人工智能初始化 |
AI.init = function (pace){ |
var bill = AI.historyBill || com.gambit; //开局库 |
if (bill.length){ |
var len=pace.length; |
var arr=[]; |
//先搜索棋谱 |
for ( var i=0;i< bill.length;i++){ |
if (bill[i].slice(0,len)==pace) { |
arr.push(bill[i]); |
} |
} |
if (arr.length){ |
var inx=Math.floor( Math.random() * arr.length ); |
AI.historyBill = arr ; |
return arr[inx].slice(len,len+4).split( "" ); |
} else { |
AI.historyBill = [] ; |
} |
|
} |
//如果棋谱里面没有,人工智能开始运作 |
var initTime = new Date().getTime(); |
AI.treeDepth=play.depth; |
//AI.treeDepth=4; |
|
AI.number=0; |
AI.setHistoryTable.lenght = 0 |
var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my); |
//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my) |
if (!val||val.value==-8888) { |
AI.treeDepth=2; |
val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my); |
} |
//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my); |
if (val&&val.value!=-8888) { |
var man = play.mans[val.key]; |
var nowTime= new Date().getTime(); |
com.get( "moveInfo" ).innerHTML= '<h3>AI搜索结果:</h3>最佳着法:' + |
com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+ |
'<br />搜索深度:' +AI.treeDepth+ '<br />搜索分支:' + |
AI.number+ '个 <br />最佳着法评估:' + |
val.value+ '分' + |
' <br />搜索用时:' + |
(nowTime-initTime)+ '毫秒' |
return [man.x,man.y,val.x,val.y] |
} else { |
return false ; |
} |
} |
//迭代加深搜索着法 |
AI.iterativeSearch = function (map, my){ |
var timeOut=100; |
var initDepth = 1; |
var maxDepth = 8; |
AI.treeDepth=0; |
var initTime = new Date().getTime(); |
var val = {}; |
for ( var i=initDepth; i<=maxDepth; i++){ |
var nowTime= new Date().getTime(); |
AI.treeDepth=i; |
AI.aotuDepth=i; |
var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my) |
if (nowTime-initTime > timeOut){ |
return val; |
} |
} |
return false ; |
} |
//取得棋盘上所有棋子 |
AI.getMapAllMan = function (map, my){ |
var mans=[]; |
for ( var i=0; i<map.length; i++){ |
for ( var n=0; n<map[i].length; n++){ |
var key = map[i][n]; |
if (key && play.mans[key].my == my){ |
play.mans[key].x = n; |
play.mans[key].y = i; |
mans.push(play.mans[key]) |
} |
} |
} |
return mans; |
} |
/* |
//取得棋谱所有己方棋子的着法 |
AI.getMoves = function (map, my, txtMap){ |
var highMores = []; //优先级高的着法 |
var manArr = AI.getMapAllMan (map, my); |
var moves = []; |
var history=AI.historyTable[txtMap]; |
for (var i=0; i<manArr.length; i++){ |
var man = manArr[i]; |
var val=man.bl(map); |
for (var n=0; n<val.length; n++){ |
if (history){ |
highMores.push([man.x,man.y,val[n][0],val[n][1],man.key]) |
}else{ |
moves.push([man.x,man.y,val[n][0],val[n][1],man.key]) |
} |
} |
} |
return highMores.concat(moves); |
} |
*/ |
//取得棋谱所有己方棋子的着法 |
AI.getMoves = function (map, my){ |
var manArr = AI.getMapAllMan (map, my); |
var moves = []; |
var foul=play.isFoul; |
for ( var i=0; i<manArr.length; i++){ |
var man = manArr[i]; |
var val=man.bl(map); |
|
for ( var n=0; n<val.length; n++){ |
var x=man.x; |
var y=man.y; |
var newX=val[n][0]; |
var newY=val[n][1]; |
//如果不是长将着法 |
if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){ |
moves.push([x,y,newX,newY,man.key]) |
} |
} |
} |
return moves; |
} |
//A:当前棋手value/B:对手value/depth:层级 |
AI.getAlphaBeta = function (A, B, depth, map ,my) { |
//var txtMap= map.join(); |
//var history=AI.historyTable[txtMap]; |
// if (history && history.depth >= AI.treeDepth-depth+1){ |
// return history.value*my; |
//} |
if (depth == 0) { |
return { "value" :AI.evaluate(map , my)}; //局面评价函数; |
} |
var moves = AI.getMoves(map , my ); //生成全部走法; |
//这里排序以后会增加效率 |
for ( var i=0; i < moves.length; i++) { |
|
|
//走这个走法; |
var move= moves[i]; |
var key = move[4]; |
var oldX= move[0]; |
var oldY= move[1]; |
var newX= move[2]; |
var newY= move[3]; |
var clearKey = map[ newY ][ newX ]|| "" ; |
map[ newY ][ newX ] = key; |
delete map[ oldY ][ oldX ]; |
play.mans[key].x = newX; |
play.mans[key].y = newY; |
|
if (clearKey== "j0" ||clearKey== "J0" ) { //被吃老将,撤消这个走法; |
play.mans[key] .x = oldX; |
play.mans[key] .y = oldY; |
map[ oldY ][ oldX ] = key; |
delete map[ newY ][ newX ]; |
if (clearKey){ |
map[ newY ][ newX ] = clearKey; |
// play.mans[ clearKey ].isShow = false; |
} |
return { "key" :key, "x" :newX, "y" :newY, "value" :8888}; |
//return rootKey; |
} else { |
var val = -AI.getAlphaBeta(-B, -A, depth - 1, map , -my).value; |
//val = val || val.value; |
|
//撤消这个走法; |
play.mans[key] .x = oldX; |
play.mans[key] .y = oldY; |
map[ oldY ][ oldX ] = key; |
delete map[ newY ][ newX ]; |
if (clearKey){ |
map[ newY ][ newX ] = clearKey; |
//play.mans[ clearKey ].isShow = true; |
} |
if (val >= B) { |
//将这个走法记录到历史表中; |
//AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my); |
return { "key" :key, "x" :newX, "y" :newY, "value" :B}; |
} |
if (val > A) { |
A = val; //设置最佳走法; |
if (AI.treeDepth == depth) var rootKey={ "key" :key, "x" :newX, "y" :newY, "value" :A}; |
} |
} |
} |
//将这个走法记录到历史表中; |
//AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my); |
if (AI.treeDepth == depth) { //已经递归回根了 |
if (!rootKey){ |
//AI没有最佳走法,说明AI被将死了,返回false |
return false ; |
} else { |
//这个就是最佳走法; |
return rootKey; |
} |
} |
return { "key" :key, "x" :newX, "y" :newY, "value" :A}; |
} |
//奖着法记录到历史表 |
AI.setHistoryTable = function (txtMap,depth,value,my){ |
AI.setHistoryTable.lenght ++; |
AI.historyTable[txtMap] = {depth:depth,value:value} |
} |
//评估棋局 取得棋盘双方棋子价值差 |
AI.evaluate = function (map,my){ |
var val=0; |
for ( var i=0; i<map.length; i++){ |
for ( var n=0; n<map[i].length; n++){ |
var key = map[i][n]; |
if (key){ |
val += play.mans[key].value[i][n] * play.mans[key].my; |
} |
} |
} |
//val+=Math.floor( Math.random() * 10); //让AI走棋增加随机元素 |
//com.show() |
//z(val*my) |
AI.number++; |
return val*my; |
} |
//评估棋局 取得棋盘双方棋子价值差 |
AI.evaluate1 = function (map,my){ |
var val=0; |
for ( var i in play.mans){ |
var man=play.mans[i]; |
if (man.isShow){ |
val += man.value[man.y][man.x] * man.my; |
} |
} |
//val+=Math.floor( Math.random() * 10); //让AI走棋增加随机元素 |
//com.show() |
//z(val*my) |
AI.number++; |
return val*my; |
} |