int alpha_beta(int depth, int alpha, int beta, int color) { if (depth == 0) { return evaluate(currBotColor); // 到达叶节点,返回估值 } int best_score = INT_MIN; vector<pair<int, int> > next_moves = generate_next_moves(); for (auto& next_move : next_moves) { int x = next_move.first; int y = next_move.second; gridInfo[x][y] = color; // 模拟落子 int score = -alpha_beta(depth - 1, -beta, -alpha, -color); // 递归搜索 gridInfo[x][y] = 0; // 撤销落子 if (score > best_score) { best_score = score; if (best_score > alpha) { alpha = best_score; } if (best_score >= beta) { break; // β剪枝 } } } return best_score; } int main() { int x0, y0, x1, y1; // 分析自己收到的输入和自己过往的输出,并恢复棋盘状态 int turnID; cin >> turnID; currBotColor = grid_white; // 先假设自己是白方 for (int i = 0; i < turnID; i++) { // 根据这些输入输出逐渐恢复状态到当前回合 cin >> x0 >> y0 >> x1 >> y1; if (x0 == -1) currBotColor = grid_black; // 第一回合收到坐标是-1, -1,说明我是黑方 if (x0 >= 0) ProcStep(x0, y0, x1, y1, -currBotColor, false); // 模拟对方落子 if (i < turnID - 1) { cin >> x0 >> y0 >> x1 >> y1; if (x0 >= 0) ProcStep(x0, y0, x1, y1, currBotColor, false); // 模拟己方落子 } } /************************************************************************************/ /***在下面填充你的代码,决策结果(本方将落子的位置)存入startX、startY、resultX、resultY中*****/ //下面仅为随机策略的示例代码,且效率低,可删除 int startX, startY, resultX, resultY; bool selfFirstBlack = (turnID == 1 && currBotColor == grid_black);//本方是黑方先手 // 决策结束,向平台输出决策结果 cout << startX << ' ' << startY << ' ' << resultX << ' ' << resultY << endl; return 0; }完善主函数实现六子棋下两步棋
时间: 2023-07-19 21:24:30 浏览: 39
为了实现六子棋下两步棋,我们可以在主函数中增加一个循环,每次循环调用 alpha_beta 函数搜索最佳落子位置,并进行落子。具体代码如下:
```
int main() {
int x0, y0, x1, y1;
int turnID;
cin >> turnID;
currBotColor = grid_white;
for (int i = 0; i < turnID; i++) {
cin >> x0 >> y0 >> x1 >> y1;
if (x0 == -1)
currBotColor = grid_black;
if (x0 >= 0)
ProcStep(x0, y0, x1, y1, -currBotColor, false);
if (i < turnID - 1) {
cin >> x0 >> y0 >> x1 >> y1;
if (x0 >= 0)
ProcStep(x0, y0, x1, y1, currBotColor, false);
}
}
int startX = -1, startY = -1, resultX = -1, resultY = -1;
bool selfFirstBlack = (turnID == 1 && currBotColor == grid_black);
for (int i = 0; i < 2; i++) { // 下两步棋
int best_score = INT_MIN;
vector<pair<int, int> > next_moves = generate_next_moves();
for (auto& next_move : next_moves) {
int x = next_move.first;
int y = next_move.second;
gridInfo[x][y] = currBotColor;
int score = -alpha_beta(2, INT_MIN, INT_MAX, -currBotColor);
gridInfo[x][y] = 0;
if (score > best_score) {
best_score = score;
if (i == 0) {
startX = x;
startY = y;
} else {
resultX = x;
resultY = y;
}
}
}
ProcStep(startX, startY, resultX, resultY, currBotColor, true);
currBotColor = -currBotColor;
}
cout << startX << ' ' << startY << ' ' << resultX << ' ' << resultY << endl;
return 0;
}
```
在上述代码中,我们使用了一个 for 循环,循环两次,每次搜索两层树(即 depth 为 2),并记录下最佳的落子位置。搜索完毕后,我们调用 ProcStep 函数进行落子,并将 currBotColor 取反,以实现下两步棋。最后,输出决策结果即可。