-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathminimax.py
More file actions
281 lines (236 loc) · 9.65 KB
/
Copy pathminimax.py
File metadata and controls
281 lines (236 loc) · 9.65 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
import numpy as np
from board import Board
class GomokuAI:
def __init__(self, max_depth=4):
self.max_depth = max_depth
self.best_move = None
# 棋型分数
self.pattern_scores = {
'win5': 100000, # 连五
'alive4': 10000, # 活四
'rush4': 5000, # 冲四
'alive3': 1000, # 活三
'sleep3': 500, # 眠三
'alive2': 100, # 活二
'sleep2': 50, # 眠二
'alive1': 10, # 活一
}
def get_move(self, board):
"""获取最佳移动"""
valid_moves = self._get_valid_moves(board)
if not valid_moves:
return None
# 第一步下中心点
if len(valid_moves) == board.size * board.size:
center = board.size // 2
return (center, center)
# 检查必胜着法
for move in valid_moves:
if self._is_winning_move(board, move, board.current_player):
return move
# 检查必防着法
for move in valid_moves:
if self._is_winning_move(board, move, -board.current_player):
return move
alpha = float('-inf')
beta = float('inf')
best_score = float('-inf')
best_move = None
# 对每个可能的移动进行评估
for move in valid_moves:
new_board = board.copy()
new_board.make_move(move)
score = self._minimax(new_board, self.max_depth-1, False, alpha, beta)
if score > best_score:
best_score = score
best_move = move
alpha = max(alpha, best_score)
return best_move
def _get_valid_moves(self, board):
"""获取所有有效的移动,按照距离已有棋子的远近排序"""
if len(board.get_valid_moves()) == board.size * board.size:
center = board.size // 2
return [(center, center)]
moves = []
for i in range(board.size):
for j in range(board.size):
if board.board[i][j] == 0 and self._has_neighbor(board, i, j):
score = self._evaluate_move(board, (i, j))
moves.append((score, (i, j)))
# 按评分降序排序,只返回前15个最佳移动
moves.sort(reverse=True)
return [move for _, move in moves[:15]]
def _has_neighbor(self, board, i, j):
"""检查位置(i,j)周围是否有棋子"""
for di in [-1, 0, 1]:
for dj in [-1, 0, 1]:
if di == 0 and dj == 0:
continue
ni, nj = i + di, j + dj
if 0 <= ni < board.size and 0 <= nj < board.size:
if board.board[ni][nj] != 0:
return True
return False
def _minimax(self, board, depth, is_maximizing, alpha, beta):
"""极大极小搜索算法"""
if depth == 0 or board.is_game_over():
return self._evaluate_board(board)
valid_moves = self._get_valid_moves(board)
if is_maximizing:
max_eval = float('-inf')
for move in valid_moves:
new_board = board.copy()
new_board.make_move(move)
eval = self._minimax(new_board, depth-1, False, alpha, beta)
max_eval = max(max_eval, eval)
alpha = max(alpha, eval)
if beta <= alpha:
break
return max_eval
else:
min_eval = float('inf')
for move in valid_moves:
new_board = board.copy()
new_board.make_move(move)
eval = self._minimax(new_board, depth-1, True, alpha, beta)
min_eval = min(min_eval, eval)
beta = min(beta, eval)
if beta <= alpha:
break
return min_eval
def _is_winning_move(self, board, move, player):
"""检查是否是必胜着法"""
test_board = board.copy()
test_board.board[move[0]][move[1]] = player
directions = [(1,0), (0,1), (1,1), (1,-1)]
for di, dj in directions:
count = 1
# 正向检查
ni, nj = move[0] + di, move[1] + dj
while 0 <= ni < board.size and 0 <= nj < board.size and test_board.board[ni][nj] == player:
count += 1
ni += di
nj += dj
# 反向检查
ni, nj = move[0] - di, move[1] - dj
while 0 <= ni < board.size and 0 <= nj < board.size and test_board.board[ni][nj] == player:
count += 1
ni -= di
nj -= dj
if count >= 5:
return True
return False
def _evaluate_board(self, board):
"""评估整个棋盘状态"""
score = 0
player = board.current_player
opponent = -player
# 评估所有方向
directions = [(1,0), (0,1), (1,1), (1,-1)]
for i in range(board.size):
for j in range(board.size):
if board.board[i][j] != 0:
for di, dj in directions:
# 评估当前玩家的棋型
if board.board[i][j] == player:
pattern = self._get_pattern(board, i, j, di, dj, player)
score += self._get_pattern_score(pattern)
# 评估对手的棋型
else:
pattern = self._get_pattern(board, i, j, di, dj, opponent)
score -= self._get_pattern_score(pattern) * 1.1 # 略微提高防守权重
return score
def _evaluate_move(self, board, move):
"""评估某个位置的价值"""
score = 0
i, j = move
player = board.current_player
opponent = -player
# 模拟落子
test_board = board.copy()
test_board.board[i][j] = player
# 评估进攻价值
attack_score = self._evaluate_direction_all(test_board, i, j, player)
score += attack_score
# 评估防守价值
test_board.board[i][j] = opponent
defense_score = self._evaluate_direction_all(test_board, i, j, opponent)
score += defense_score * 1.1 # 略微提高防守权重
# 考虑位置的中心性
center = board.size // 2
distance_to_center = abs(i - center) + abs(j - center)
score -= distance_to_center * 10
return score
def _evaluate_direction_all(self, board, i, j, player):
"""评估某个位置所有方向的价值"""
score = 0
directions = [(1,0), (0,1), (1,1), (1,-1)]
for di, dj in directions:
pattern = self._get_pattern(board, i, j, di, dj, player)
score += self._get_pattern_score(pattern)
return score
def _get_pattern(self, board, i, j, di, dj, player):
"""获取某个方向的棋型"""
consecutive = 1
space_before = 0
space_after = 0
blocked = 0
# 向前检查
ni, nj = i - di, j - dj
while 0 <= ni < board.size and 0 <= nj < board.size:
if board.board[ni][nj] == 0:
space_before += 1
if space_before >= 2:
break
elif board.board[ni][nj] == player:
if space_before == 0:
consecutive += 1
else:
break
else:
blocked += 1
break
ni -= di
nj -= dj
# 向后检查
ni, nj = i + di, j + dj
while 0 <= ni < board.size and 0 <= nj < board.size:
if board.board[ni][nj] == 0:
space_after += 1
if space_after >= 2:
break
elif board.board[ni][nj] == player:
if space_after == 0:
consecutive += 1
else:
break
else:
blocked += 1
break
ni += di
nj += dj
return (consecutive, blocked, space_before + space_after)
def _get_pattern_score(self, pattern):
"""根据棋型返回分数"""
consecutive, blocked, space = pattern
if consecutive >= 5:
return self.pattern_scores['win5']
if consecutive == 4:
if blocked == 0:
return self.pattern_scores['alive4']
elif blocked == 1:
return self.pattern_scores['rush4']
if consecutive == 3:
if blocked == 0:
return self.pattern_scores['alive3']
elif blocked == 1:
return self.pattern_scores['sleep3']
if consecutive == 2:
if blocked == 0:
return self.pattern_scores['alive2']
elif blocked == 1:
return self.pattern_scores['sleep2']
if consecutive == 1:
if blocked == 0:
return self.pattern_scores['alive1']
return 0