C语言实现六子棋建立博弈树α-β剪枝算法代码并解释代码
时间: 2024-06-08 10:07:28 浏览: 14
以下是一个简单的C语言实现六子棋建立博弈树α-β剪枝算法的代码:
```c
#include <stdio.h>
#define MAX_DEPTH 4 // 最大搜索深度
#define INF 0x7fffffff // 定义最大值
// 六子棋的棋盘大小为 15 x 15
#define BOARD_SIZE 15
// 定义棋子类型
#define BLACK 1
#define WHITE 2
// 定义棋盘
int board[BOARD_SIZE][BOARD_SIZE];
// 定义结构体表示落子位置
struct point {
int x, y;
};
// 估值函数,计算当前棋盘状态对当前玩家的估值
int evaluate(int player) {
int score = 0;
// 计算横向得分
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE - 5; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i][j + k] == player) count++;
else if (board[i][j + k] != 0) count = 0;
}
if (count == 1) score += 10;
else if (count == 2) score += 100;
else if (count == 3) score += 1000;
else if (count == 4) score += 10000;
else if (count == 5) score += 100000;
}
}
// 计算纵向得分
for (int i = 0; i < BOARD_SIZE - 5; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i + k][j] == player) count++;
else if (board[i + k][j] != 0) count = 0;
}
if (count == 1) score += 10;
else if (count == 2) score += 100;
else if (count == 3) score += 1000;
else if (count == 4) score += 10000;
else if (count == 5) score += 100000;
}
}
// 计算斜向得分(左上到右下)
for (int i = 0; i < BOARD_SIZE - 5; i++) {
for (int j = 0; j < BOARD_SIZE - 5; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i + k][j + k] == player) count++;
else if (board[i + k][j + k] != 0) count = 0;
}
if (count == 1) score += 10;
else if (count == 2) score += 100;
else if (count == 3) score += 1000;
else if (count == 4) score += 10000;
else if (count == 5) score += 100000;
}
}
// 计算斜向得分(右上到左下)
for (int i = 0; i < BOARD_SIZE - 5; i++) {
for (int j = 5; j < BOARD_SIZE; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i + k][j - k] == player) count++;
else if (board[i + k][j - k] != 0) count = 0;
}
if (count == 1) score += 10;
else if (count == 2) score += 100;
else if (count == 3) score += 1000;
else if (count == 4) score += 10000;
else if (count == 5) score += 100000;
}
}
return score;
}
// 判断当前玩家是否胜利
int check_win(int player) {
// 检查横向
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE - 5; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i][j + k] == player) count++;
else count = 0;
}
if (count == 5) return 1;
}
}
// 检查纵向
for (int i = 0; i < BOARD_SIZE - 5; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i + k][j] == player) count++;
else count = 0;
}
if (count == 5) return 1;
}
}
// 检查斜向(左上到右下)
for (int i = 0; i < BOARD_SIZE - 5; i++) {
for (int j = 0; j < BOARD_SIZE - 5; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i + k][j + k] == player) count++;
else count = 0;
}
if (count == 5) return 1;
}
}
// 检查斜向(右上到左下)
for (int i = 0; i < BOARD_SIZE - 5; i++) {
for (int j = 5; j < BOARD_SIZE; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i + k][j - k] == player) count++;
else count = 0;
}
if (count == 5) return 1;
}
}
return 0;
}
// 极大极小值搜索
int alphabeta(int depth, int alpha, int beta, int player) {
if (depth == MAX_DEPTH || check_win(player)) {
return evaluate(player);
}
int best_value;
if (player == BLACK) {
best_value = -INF;
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == 0) {
board[i][j] = BLACK;
int value = alphabeta(depth + 1, alpha, beta, WHITE);
board[i][j] = 0;
if (value > best_value) {
best_value = value;
}
if (best_value > alpha) {
alpha = best_value;
}
if (beta <= alpha) {
return best_value;
}
}
}
}
} else {
best_value = INF;
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == 0) {
board[i][j] = WHITE;
int value = alphabeta(depth + 1, alpha, beta, BLACK);
board[i][j] = 0;
if (value < best_value) {
best_value = value;
}
if (best_value < beta) {
beta = best_value;
}
if (beta <= alpha) {
return best_value;
}
}
}
}
}
return best_value;
}
// 计算下一步最优的落子位置
struct point find_best_move(int player) {
int best_value = -INF;
struct point best_move;
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == 0) {
board[i][j] = player;
int value = alphabeta(0, -INF, INF, 3 - player);
board[i][j] = 0;
if (value > best_value) {
best_value = value;
best_move.x = i;
best_move.y = j;
}
}
}
}
return best_move;
}
// 主函数
int main() {
// 初始化棋盘
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
board[i][j] = 0;
}
}
// 下黑子
struct point black_move = find_best_move(BLACK);
board[black_move.x][black_move.y] = BLACK;
// 下白子
struct point white_move = find_best_move(WHITE);
board[white_move.x][white_move.y] = WHITE;
// 输出棋盘状态
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == BLACK) {
printf("X ");
} else if (board[i][j] == WHITE) {
printf("O ");
} else {
printf(". ");
}
}
printf("\n");
}
return 0;
}
```
该代码实现了一个简单的六子棋人机对战程序,使用了博弈树搜索和α-β剪枝算法来实现计算机的决策。其主要思路如下:
1. 定义棋盘和棋子类型;
2. 实现估值函数,计算当前棋盘状态对当前玩家的估值;
3. 实现判断当前玩家是否胜利的函数;
4. 实现α-β剪枝算法中的极大极小值搜索函数,计算当前局面下最优的落子位置;
5. 实现计算下一步最优的落子位置的函数;
6. 在主函数中完成人机对战的流程。
需要注意的是,该代码实现了一个简单的六子棋程序,其搜索深度和估值函数可能不够完善,因此其计算出的最优解可能并不是真正的最优解。如果需要实现更高效的六子棋程序,需要进一步优化其算法和估值函数。
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