606 lines
18 KiB
C++
606 lines
18 KiB
C++
#include "opencv2/imgproc/imgproc.hpp"
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#include "opencv2/imgcodecs.hpp"
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#include "opencv2/videoio/videoio.hpp"
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#include "opencv2/highgui/highgui.hpp"
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#include <iostream>
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#include <iostream>
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#include <cstdio>
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#include <cstring>
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#include <cstdio>
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#include <cstdlib>
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#include <iomanip>
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using namespace std;
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using namespace cv;
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//sro 菜神 Orz
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cv::Mat chessboard, whiteChess, blackChess, tmp, BGS;
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int is_red(Vec3b X) {
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// cout << (int)X[1] << ' ' << (int)X[2] << ' ' << (int)X[3] << endl;
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return X[0] < 200 && X[1] < 200 && X[2] > 230;
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}
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cv::Mat BG;
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void imageCopyToBG(cv::Mat chess, int x, int y) {
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x *= 35;
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y *= 35;
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int rows = chess.rows;
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int cols = chess.cols;
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for (int i = 0; i < rows; ++i) {
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for (int j = 0; j < cols; ++j) {
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if (!is_red(chess.at<Vec3b>(i, j))) {
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BG.at<Vec3b>(x + i + 8, y + j + 8) = chess.at<Vec3b>(i, j);
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}
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}
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}
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}
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/*
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实现用的参数
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*/
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class CONFIG {
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public:
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static const int BOARD_SIZE = 15;
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static const int EMPTY = 0;
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static const int USER_1 = 1;
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static const int USER_2 = 2;
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static const int AI_EMPTY = 0; // 无子
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static const int AI_MY = 1; // 待评价子
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static const int AI_OP = 2; // 对方子或不能下子
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static const int MAX_NODE = 2;
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static const int MIN_NODE = 1;
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static const int INF = 106666666;
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static const int ERROR_INDEX = -1;
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//估价值
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static const int AI_ZERO = 0;
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static const int AI_ONE = 10;
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static const int AI_ONE_S = 1;
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static const int AI_TWO = 100;
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static const int AI_TWO_S = 10;
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static const int AI_THREE = 1000;
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static const int AI_THREE_S = 100;
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static const int AI_FOUR = 10000;
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static const int AI_FOUR_S = 1000;
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static const int AI_FIVE = 100000;
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};
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/*
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棋盘格子
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*/
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class Grid :CONFIG {
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public:
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int type; //类型
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Grid() {
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type = EMPTY;
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}
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Grid(int t) {
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type = t;
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}
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void grid(int t = EMPTY) {
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type = t;
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}
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int isEmpty() {
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return type == EMPTY ? true : false;
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}
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};
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/*
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棋盘
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*/
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class ChessBoard :CONFIG {
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public:
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Grid chessBoard[BOARD_SIZE][BOARD_SIZE];
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ChessBoard() {
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for (int i = 0; i < BOARD_SIZE; ++i)
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for (int j = 0; j < BOARD_SIZE; ++j)
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chessBoard[i][j].grid();
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}
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ChessBoard(const ChessBoard &othr) {
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for (int i = 0; i < BOARD_SIZE; ++i)
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for (int j = 0; j < BOARD_SIZE; ++j)
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chessBoard[i][j].grid(othr.chessBoard[i][j].type);
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}
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/*
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放置棋子
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返回放置棋子是否成功
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*/
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bool placePiece(int x, int y, int type) {
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if (chessBoard[x][y].isEmpty()) {
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chessBoard[x][y].type = type;
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return true;
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}
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return false;
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}
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};
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/*
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煞笔AI
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*/
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class Game :CONFIG {
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public:
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ChessBoard curState; // 当前棋盘
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bool isStart; // 是否进行中
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int curUser; // 当前行棋人
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int MAX_DEPTH; // 最大搜索层数
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/*
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开始并设定难度
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*/
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void startGame(int nd = 2) {
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MAX_DEPTH = nd;
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isStart = true;
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curUser = USER_1;
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}
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/*
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转换行棋人
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*/
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void changeUser() {
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curUser = curUser == USER_1 ? USER_2 : USER_1;
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}
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/*
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根据给定type
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A:待判断棋子的类型
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type:我方棋子的类型
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返回A是待判断棋子 无棋子 对方棋子
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*/
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int getPieceType(int A, int type) {
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return A == type ? AI_MY : (A == EMPTY ? AI_EMPTY : AI_OP);
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}
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int getPieceType(const ChessBoard &board, int x, int y, int type) {
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if (x < 0 || y < 0 || x >= BOARD_SIZE || y >= BOARD_SIZE)// 超出边界按对方棋子算
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return AI_OP;
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else
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return getPieceType(board.chessBoard[x][y].type, type);
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}
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/*
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当前行棋人放置棋子
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放置失败返回失败
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放置成功
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检察游戏是否结束
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转换游戏角色后返回成功
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*/
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bool placePiece(int x, int y) {
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if (curState.placePiece(x, y, curUser)) {
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// 检察行棋人是否胜利
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if (isWin(x, y)) {
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isStart = false; // 游戏结束
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// return true;
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}
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changeUser(); // 转换游戏角色
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return true;
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}
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return false;
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}
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bool isWin(int x, int y) {
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if (evaluatePiece(curState, x, y, curUser) >= AI_FIVE)
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return true;
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return false;
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}
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/*
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以center作为评估位置进行评价一个方向的棋子
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*/
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int evaluateLine(int line[], bool ALL) {
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int value = 0; // 估值
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int cnt = 0; // 连子数
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int blk = 0; // 封闭数
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for (int i = 0; i < BOARD_SIZE; ++i) {
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if (line[i] == AI_MY) { // 找到第一个己方的棋子
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// 还原计数
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cnt = 1;
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blk = 0;
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// 看左侧是否封闭
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if (line[i - 1] == AI_OP)
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++blk;
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// 计算连子数
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for (i = i + 1; i < BOARD_SIZE && line[i] == AI_MY; ++i, ++cnt);
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// 看右侧是否封闭
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if (line[i] == AI_OP)
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++blk;
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// 计算评估值
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value += getValue(cnt, blk);
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}
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}
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return value;
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}
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/*
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以center作为评估位置进行评价一个方向的棋子(前后4格范围内)
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*/
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int evaluateLine(int line[]) {
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int cnt = 1; // 连子数
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int blk = 0; // 封闭数
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// 向左右扫
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for (int i = 3; i >= 0; --i) {
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if (line[i] == AI_MY) ++cnt;
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else if (line[i] == AI_OP) {
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++blk;
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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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for (int i = 5; i < 9; ++i) {
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if (line[i] == AI_MY) ++cnt;
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else if (line[i] == AI_OP) {
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++blk;
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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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return getValue(cnt, blk);
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}
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/*
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根据连字数和封堵数给出一个评价值
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*/
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int getValue(int cnt, int blk) {
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if (blk == 0) {// 活棋
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switch (cnt) {
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case 1:
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return AI_ONE;
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case 2:
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return AI_TWO;
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case 3:
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return AI_THREE;
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case 4:
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return AI_FOUR;
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default:
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return AI_FIVE;
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}
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}
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else if (blk == 1) {// 单向封死
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switch (cnt) {
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case 1:
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return AI_ONE_S;
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case 2:
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return AI_TWO_S;
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case 3:
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return AI_THREE_S;
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case 4:
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return AI_FOUR_S;
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default:
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return AI_FIVE;
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}
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}
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else {// 双向堵死
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if (cnt >= 5)
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return AI_FIVE;
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else
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return AI_ZERO;
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}
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}
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/*
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对一个状态的一个位置放置一种类型的棋子的优劣进行估价
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*/
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int evaluatePiece(ChessBoard state, int x, int y, int type) {
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int value = 0; // 估价值
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int line[17]; //线状态
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bool flagX[8];// 横向边界标志
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flagX[0] = x - 4 < 0;
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flagX[1] = x - 3 < 0;
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flagX[2] = x - 2 < 0;
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flagX[3] = x - 1 < 0;
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flagX[4] = x + 1 > 14;
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flagX[5] = x + 2 > 14;
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flagX[6] = x + 3 > 14;
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flagX[7] = x + 4 > 14;
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bool flagY[8];// 纵向边界标志
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flagY[0] = y - 4 < 0;
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flagY[1] = y - 3 < 0;
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flagY[2] = y - 2 < 0;
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flagY[3] = y - 1 < 0;
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flagY[4] = y + 1 > 14;
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flagY[5] = y + 2 > 14;
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flagY[6] = y + 3 > 14;
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flagY[7] = y + 4 > 14;
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line[4] = AI_MY; // 中心棋子
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// 横
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line[0] = flagX[0] ? AI_OP : (getPieceType(state.chessBoard[x - 4][y].type, type));
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line[1] = flagX[1] ? AI_OP : (getPieceType(state.chessBoard[x - 3][y].type, type));
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line[2] = flagX[2] ? AI_OP : (getPieceType(state.chessBoard[x - 2][y].type, type));
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line[3] = flagX[3] ? AI_OP : (getPieceType(state.chessBoard[x - 1][y].type, type));
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line[5] = flagX[4] ? AI_OP : (getPieceType(state.chessBoard[x + 1][y].type, type));
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line[6] = flagX[5] ? AI_OP : (getPieceType(state.chessBoard[x + 2][y].type, type));
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line[7] = flagX[6] ? AI_OP : (getPieceType(state.chessBoard[x + 3][y].type, type));
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line[8] = flagX[7] ? AI_OP : (getPieceType(state.chessBoard[x + 4][y].type, type));
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value += evaluateLine(line);
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// 纵
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line[0] = flagY[0] ? AI_OP : getPieceType(state.chessBoard[x][y - 4].type, type);
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line[1] = flagY[1] ? AI_OP : getPieceType(state.chessBoard[x][y - 3].type, type);
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line[2] = flagY[2] ? AI_OP : getPieceType(state.chessBoard[x][y - 2].type, type);
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line[3] = flagY[3] ? AI_OP : getPieceType(state.chessBoard[x][y - 1].type, type);
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line[5] = flagY[4] ? AI_OP : getPieceType(state.chessBoard[x][y + 1].type, type);
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line[6] = flagY[5] ? AI_OP : getPieceType(state.chessBoard[x][y + 2].type, type);
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line[7] = flagY[6] ? AI_OP : getPieceType(state.chessBoard[x][y + 3].type, type);
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line[8] = flagY[7] ? AI_OP : getPieceType(state.chessBoard[x][y + 4].type, type);
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value += evaluateLine(line);
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// 左上-右下
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line[0] = flagX[0] || flagY[0] ? AI_OP : getPieceType(state.chessBoard[x - 4][y - 4].type, type);
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line[1] = flagX[1] || flagY[1] ? AI_OP : getPieceType(state.chessBoard[x - 3][y - 3].type, type);
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line[2] = flagX[2] || flagY[2] ? AI_OP : getPieceType(state.chessBoard[x - 2][y - 2].type, type);
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line[3] = flagX[3] || flagY[3] ? AI_OP : getPieceType(state.chessBoard[x - 1][y - 1].type, type);
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line[5] = flagX[4] || flagY[4] ? AI_OP : getPieceType(state.chessBoard[x + 1][y + 1].type, type);
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line[6] = flagX[5] || flagY[5] ? AI_OP : getPieceType(state.chessBoard[x + 2][y + 2].type, type);
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line[7] = flagX[6] || flagY[6] ? AI_OP : getPieceType(state.chessBoard[x + 3][y + 3].type, type);
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line[8] = flagX[7] || flagY[7] ? AI_OP : getPieceType(state.chessBoard[x + 4][y + 4].type, type);
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value += evaluateLine(line);
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// 右上-左下
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line[0] = flagX[7] || flagY[0] ? AI_OP : getPieceType(state.chessBoard[x + 4][y - 4].type, type);
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line[1] = flagX[6] || flagY[1] ? AI_OP : getPieceType(state.chessBoard[x + 3][y - 3].type, type);
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line[2] = flagX[5] || flagY[2] ? AI_OP : getPieceType(state.chessBoard[x + 2][y - 2].type, type);
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line[3] = flagX[4] || flagY[3] ? AI_OP : getPieceType(state.chessBoard[x + 1][y - 1].type, type);
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line[5] = flagX[3] || flagY[4] ? AI_OP : getPieceType(state.chessBoard[x - 1][y + 1].type, type);
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line[6] = flagX[2] || flagY[5] ? AI_OP : getPieceType(state.chessBoard[x - 2][y + 2].type, type);
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line[7] = flagX[1] || flagY[6] ? AI_OP : getPieceType(state.chessBoard[x - 3][y + 3].type, type);
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line[8] = flagX[0] || flagY[7] ? AI_OP : getPieceType(state.chessBoard[x - 4][y + 4].type, type);
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value += evaluateLine(line);
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return value;
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}
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/*
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评价一个棋面上的一方
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*/
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int evaluateState(ChessBoard state, int type) {
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int value = 0;
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// 分解成线状态
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int line[6][17];
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int lineP;
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for (int p = 0; p < 6; ++p)
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line[p][0] = line[p][16] = AI_OP;
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// 从四个方向产生
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for (int i = 0; i < BOARD_SIZE; ++i) {
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// 产生线状态
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lineP = 1;
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for (int j = 0; j < BOARD_SIZE; ++j) {
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line[0][lineP] = getPieceType(state, i, j, type); /* | */
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line[1][lineP] = getPieceType(state, j, i, type); /* - */
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line[2][lineP] = getPieceType(state, i + j, j, type); /* \ */
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line[3][lineP] = getPieceType(state, i - j, j, type); /* / */
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line[4][lineP] = getPieceType(state, j, i + j, type); /* \ */
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line[5][lineP] = getPieceType(state, BOARD_SIZE - j - 1, i + j, type); /* / */
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++lineP;
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}
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// 估计
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int special = i == 0 ? 4 : 6;
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for (int p = 0; p < special; ++p) {
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value += evaluateLine(line[p], true);
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}
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}
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return value;
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}
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/*
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若x, y位置周围1格内有棋子则搜索
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*/
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bool canSearch(ChessBoard state, int x, int y) {
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int tmpx = x - 1;
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int tmpy = y - 1;
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for (int i = 0; tmpx < BOARD_SIZE && i < 3; ++tmpx, ++i) {
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int ty = tmpy;
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for (int j = 0; ty < BOARD_SIZE && j < 3; ++ty, ++j) {
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if (tmpx >= 0 && ty >= 0 && state.chessBoard[tmpx][ty].type != EMPTY)
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return true;
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else
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continue;
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}
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}
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return false;
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}
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/*
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给出后继节点的类型
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*/
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int nextType(int type) {
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return type == MAX_NODE ? MIN_NODE : MAX_NODE;
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}
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/*
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state 待转换的状态
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type 当前层的标记:MAX MIN
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depth 当前层深
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alpha 父层alpha值
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beta 父层beta值
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*/
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int minMax(ChessBoard state, int x, int y, int type, int depth, int alpha, int beta) {
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ChessBoard newState(state);
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newState.placePiece(x, y, nextType(type));
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int weight = 0;
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int max = -INF; // 下层权值上界
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int min = INF; // 下层权值下界
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if (depth < MAX_DEPTH) {
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// 已输或已胜则不继续搜索
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if (evaluatePiece(newState, x, y, nextType(type)) >= AI_FIVE) {
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if (type == MIN_NODE)
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return AI_FIVE; // 我方胜
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else
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return -AI_FIVE;
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}
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int i, j;
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for (i = 0; i < BOARD_SIZE; ++i) {
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for (j = 0; j < BOARD_SIZE; ++j) {
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if (newState.chessBoard[i][j].type == EMPTY && canSearch(newState, i, j)) {
|
||
weight = minMax(newState, i, j, nextType(type), depth + 1, min, max);
|
||
|
||
if (weight > max)
|
||
max = weight; // 更新下层上界
|
||
if (weight < min)
|
||
min = weight; // 更新下层下界
|
||
|
||
// alpha-beta
|
||
if (type == MAX_NODE) {
|
||
if (max >= alpha)
|
||
return max;
|
||
}
|
||
else {
|
||
if (min <= beta)
|
||
return min;
|
||
}
|
||
}
|
||
else
|
||
continue;
|
||
}
|
||
}
|
||
|
||
if (type == MAX_NODE)
|
||
return max; // 最大层给出最大值
|
||
else
|
||
return min; // 最小层给出最小值
|
||
}
|
||
else {
|
||
weight = evaluateState(newState, MAX_NODE); // 评估我方局面
|
||
weight -= type == MIN_NODE ? evaluateState(newState, MIN_NODE) * 10 : evaluateState(newState, MIN_NODE); // 评估对方局面
|
||
return weight; // 搜索到限定层后给出权值
|
||
}
|
||
}
|
||
|
||
|
||
int cnt[BOARD_SIZE][BOARD_SIZE];
|
||
/*
|
||
AI 行棋
|
||
*/
|
||
bool placePieceAI() {
|
||
int weight;
|
||
int max = -INF; // 本层的权值上界
|
||
int x = 0, y = 0;
|
||
memset(cnt, 0, sizeof(cnt));
|
||
for (int i = 0; i < BOARD_SIZE; ++i) {
|
||
for (int j = 0; j < BOARD_SIZE; ++j) {
|
||
if (curState.chessBoard[i][j].type == EMPTY && canSearch(curState, i, j)) {
|
||
weight = minMax(curState, i, j, nextType(MAX_NODE), 1, -INF, max);
|
||
cnt[i][j] = weight;
|
||
if (weight > max) {
|
||
max = weight; // 更新下层上界
|
||
x = i;
|
||
y = j;
|
||
}
|
||
}
|
||
else
|
||
continue;
|
||
}
|
||
}
|
||
return placePiece(x, y); // AI最优点
|
||
}
|
||
|
||
/*
|
||
控制台打印。。。
|
||
*/
|
||
void show() {
|
||
|
||
chessboard.copyTo(BG);
|
||
for (int i = 0; i < BOARD_SIZE; ++i) {
|
||
for (int j = 0; j < BOARD_SIZE; ++j) {
|
||
if (curState.chessBoard[i][j].type == 1)
|
||
imageCopyToBG(blackChess, i, j);
|
||
if (curState.chessBoard[i][j].type == 2)
|
||
imageCopyToBG(whiteChess, i, j);
|
||
}
|
||
}
|
||
for (int i = 0; i < BOARD_SIZE; ++i) {
|
||
for (int j = 0; j < BOARD_SIZE; ++j) {
|
||
if (curState.chessBoard[i][j].type == 0)
|
||
cout << " -";
|
||
if (curState.chessBoard[i][j].type == 1)
|
||
cout << " X";
|
||
if (curState.chessBoard[i][j].type == 2)
|
||
cout << " O";
|
||
}
|
||
cout << endl;
|
||
}
|
||
imshow("gobang", BG);
|
||
cv::waitKey(5);
|
||
}
|
||
|
||
};
|
||
|
||
using namespace cv;
|
||
using namespace std;
|
||
|
||
int X, Y = 0;
|
||
int optIsOk = 1;
|
||
Game G;
|
||
|
||
static void onMouse(int event, int x, int y, int, void*)
|
||
{
|
||
if (event != EVENT_LBUTTONDOWN)
|
||
return;
|
||
if (!optIsOk) return;
|
||
X = x; Y = y;
|
||
optIsOk = 0;
|
||
}
|
||
|
||
int main(int argc, char** argv)
|
||
{
|
||
chessboard = cv::imread("chessboard.bmp");
|
||
tmp = cv::imread("whiteChess.bmp");
|
||
resize(tmp, whiteChess, Size(30, 30), 0, 0, CV_INTER_LINEAR);
|
||
tmp = cv::imread("blackChess.bmp");
|
||
resize(tmp, blackChess, Size(30, 30), 0, 0, CV_INTER_LINEAR);
|
||
|
||
namedWindow("gobang", 1);
|
||
setMouseCallback("gobang", onMouse, 0);
|
||
chessboard.copyTo(BG);
|
||
imshow("gobang", BG);
|
||
cv::waitKey(50);
|
||
|
||
int flag = 0;
|
||
|
||
G.startGame(4);
|
||
for (;;)
|
||
{
|
||
// if (!optIsOk) {
|
||
/* int tx = (X - 8) / 35, ty = (Y - 8) / 35;
|
||
cout << tx << ' ' << ty << endl;
|
||
G.placePiece(ty, tx);
|
||
cout << tx << ' ' << ty << endl;*/
|
||
G.placePieceAI();
|
||
G.show();
|
||
G.placePieceAI();
|
||
G.show();
|
||
optIsOk = 1;
|
||
// }
|
||
cv::waitKey(5);
|
||
}
|
||
|
||
return 0;
|
||
}
|