C++构造六子棋博弈树‘’
时间: 2023-09-30 13:02:34 浏览: 68
首先,我们需要定义一个棋盘类,来保存棋盘上的棋子位置和状态:
```cpp
class Board {
public:
static const int size = 6; // 棋盘大小
static const int empty = 0; // 空位
static const int black = 1; // 黑棋
static const int white = 2; // 白棋
int board[size][size]; // 棋盘
Board() {
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
board[i][j] = empty; // 初始化为空位
}
}
}
bool is_legal(int x, int y) const {
return x >= 0 && x < size && y >= 0 && y < size && board[x][y] == empty; // 判断该位置是否合法
}
void put(int x, int y, int color) {
board[x][y] = color; // 在该位置放置指定颜色的棋子
}
void remove(int x, int y) {
board[x][y] = empty; // 将该位置移除棋子
}
bool is_win(int color) const {
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
if (board[i][j] == color) {
// 检查横向连续棋子
if (j + 5 < size && board[i][j + 1] == color && board[i][j + 2] == color && board[i][j + 3] == color && board[i][j + 4] == color && board[i][j + 5] == color) {
return true;
}
// 检查纵向连续棋子
if (i + 5 < size && board[i + 1][j] == color && board[i + 2][j] == color && board[i + 3][j] == color && board[i + 4][j] == color && board[i + 5][j] == color) {
return true;
}
// 检查左上到右下的斜线连续棋子
if (i + 5 < size && j + 5 < size && board[i + 1][j + 1] == color && board[i + 2][j + 2] == color && board[i + 3][j + 3] == color && board[i + 4][j + 4] == color && board[i + 5][j + 5] == color) {
return true;
}
// 检查右上到左下的斜线连续棋子
if (i + 5 < size && j - 5 >= 0 && board[i + 1][j - 1] == color && board[i + 2][j - 2] == color && board[i + 3][j - 3] == color && board[i + 4][j - 4] == color && board[i + 5][j - 5] == color) {
return true;
}
}
}
}
return false;
}
bool is_full() const {
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
if (board[i][j] == empty) {
return false; // 棋盘还有空位
}
}
}
return true; // 棋盘已满
}
};
```
接下来,我们需要定义一个博弈树节点类,来保存当前棋盘状态和可能的下一步走法:
```cpp
class Node {
public:
Board board; // 当前棋盘状态
vector<Node*> children; // 可能的下一步走法
Node(const Board& board) : board(board) {}
~Node() {
for (auto child : children) {
delete child; // 递归删除所有子节点
}
}
void expand(int color) {
for (int i = 0; i < Board::size; i++) {
for (int j = 0; j < Board::size; j++) {
if (board.is_legal(i, j)) {
Board new_board = board;
new_board.put(i, j, color); // 尝试在该位置放置指定颜色的棋子
Node* child = new Node(new_board);
children.push_back(child); // 添加新的子节点
}
}
}
}
bool is_leaf() const {
return children.empty(); // 没有子节点即为叶子节点
}
};
```
最后,我们需要定义一个博弈树类,来构造和搜索博弈树:
```cpp
class GameTree {
public:
Node* root; // 根节点
GameTree(const Board& board) {
root = new Node(board);
}
~GameTree() {
delete root;
}
void build(int depth, int color) {
if (depth == 0 || root->board.is_full() || root->board.is_win(Board::black) || root->board.is_win(Board::white)) {
return; // 达到指定深度或者结束游戏,停止构造博弈树
}
root->expand(color); // 扩展当前节点的子节点
for (auto child : root->children) {
build(depth - 1, color == Board::black ? Board::white : Board::black); // 递归构造子节点的博弈树
}
}
int evaluate(const Board& board) const {
// 简单的评估函数,统计棋盘上每个连续的棋子数量
int score = 0;
for (int i = 0; i < Board::size; i++) {
for (int j = 0; j < Board::size; j++) {
if (board.board[i][j] == Board::black) {
// 统计横向连续棋子
if (j + 5 < Board::size && board.board[i][j + 1] == Board::black && board.board[i][j + 2] == Board::black && board.board[i][j + 3] == Board::black && board.board[i][j + 4] == Board::black && board.board[i][j + 5] == Board::black) {
score += 10000;
} else if (j + 4 < Board::size && board.board[i][j + 1] == Board::black && board.board[i][j + 2] == Board::black && board.board[i][j + 3] == Board::black && board.board[i][j + 4] == Board::black) {
score += 1000;
} else if (j + 3 < Board::size && board.board[i][j + 1] == Board::black && board.board[i][j + 2] == Board::black && board.board[i][j + 3] == Board::black) {
score += 100;
} else if (j + 2 < Board::size && board.board[i][j + 1] == Board::black && board.board[i][j + 2] == Board::black) {
score += 10;
} else if (j + 1 < Board::size && board.board[i][j + 1] == Board::black) {
score += 1;
}
// 统计纵向连续棋子
if (i + 5 < Board::size && board.board[i + 1][j] == Board::black && board.board[i + 2][j] == Board::black && board.board[i + 3][j] == Board::black && board.board[i + 4][j] == Board::black && board.board[i + 5][j] == Board::black) {
score += 10000;
} else if (i + 4 < Board::size && board.board[i + 1][j] == Board::black && board.board[i + 2][j] == Board::black && board.board[i + 3][j] == Board::black && board.board[i + 4][j] == Board::black) {
score += 1000;
} else if (i + 3 < Board::size && board.board[i + 1][j] == Board::black && board.board[i + 2][j] == Board::black && board.board[i + 3][j] == Board::black) {
score += 100;
} else if (i + 2 < Board::size && board.board[i + 1][j] == Board::black && board.board[i + 2][j] == Board::black) {
score += 10;
} else if (i + 1 < Board::size && board.board[i + 1][j] == Board::black) {
score += 1;
}
// 统计左上到右下的斜线连续棋子
if (i + 5 < Board::size && j + 5 < Board::size && board.board[i + 1][j + 1] == Board::black && board.board[i + 2][j + 2] == Board::black && board.board[i + 3][j + 3] == Board::black && board.board[i + 4][j + 4] == Board::black && board.board[i + 5][j + 5] == Board::black) {
score += 10000;
} else if (i + 4 < Board::size && j + 4 < Board::size && board.board[i + 1][j + 1] == Board::black && board.board[i + 2][j + 2] == Board::black && board.board[i + 3][j + 3] == Board::black && board.board[i + 4][j + 4] == Board::black) {
score += 1000;
} else if (i + 3 < Board::size && j + 3 < Board::size && board.board[i + 1][j + 1] == Board::black && board.board[i + 2][j + 2] == Board::black && board.board[i + 3][j + 3] == Board::black) {
score += 100;
} else if (i + 2 < Board::size && j + 2 < Board::size && board.board[i + 1][j + 1] == Board::black && board.board[i + 2][j + 2] == Board::black) {
score += 10;
} else if (i + 1 < Board::size && j + 1 < Board::size && board.board[i + 1][j + 1] == Board::black) {
score += 1;
}
// 统计右上到左下的斜线连续棋子
if (i + 5 < Board::size && j - 5 >= 0 && board.board[i + 1][j - 1] == Board::black && board.board[i + 2][j - 2] == Board::black && board.board[i + 3][j - 3] == Board::black && board.board[i + 4][j - 4] == Board::black && board.board[i + 5][j - 5] == Board::black) {
score += 10000;
} else if (i + 4 < Board::size && j - 4 >= 0 && board.board[i + 1][j - 1] == Board::black && board.board[i + 2][j - 2] == Board::black && board.board[i + 3][j - 3] == Board::black && board.board[i + 4][j - 4] == Board::black) {
score += 1000;
} else if (i + 3 < Board::size && j - 3 >= 0 && board.board[i + 1][j - 1] == Board::black && board.board[i + 2][j - 2] == Board::black && board.board[i + 3][j - 3] == Board::black) {
score += 100;
} else if (i + 2 < Board::size && j - 2 >= 0 && board.board[i + 1][j - 1] == Board::black && board.board[i + 2][j - 2] == Board::black) {
score += 10;
} else if (i + 1 < Board::size && j - 1 >= 0 && board.board[i + 1][j - 1] == Board::black) {
score += 1;
}
} else if (board.board[i][j] == Board::white) {
// 同理,统计白棋连续棋子
// ...
}
}
}
return score;
}
int minimax(Node* node, int depth, int alpha, int beta, int color) {
if (depth == 0 || node->is_leaf()) {
return evaluate(node->board); // 叶子节点执行评估函数
}
if (color == Board::black) { // 黑棋节点取最大值
int value = INT_MIN;
for (auto child : node->children) {
value = max(value, minimax(child, depth - 1, alpha, beta, Board::white));
alpha = max(alpha, value);
if (beta <= alpha) {
break; // alpha-beta剪枝
}
}
return value;
} else { // 白棋节点取最小值
int value = INT_MAX;
for (auto child : node->children) {
value = min(value, minimax(child, depth - 1, alpha, beta, Board::black));
beta = min(beta, value);
if (beta <= alpha) {
break; // alpha-beta剪枝
}
}
return value;
}
}
pair<int, int> search(int depth, int color) {
int max_score = INT_MIN;
pair<int, int> best_move(-1, -1);
for (auto child : root->children) {
int score = minimax(child, depth - 1, INT_MIN, INT_MAX, color == Board::black ? Board::white : Board::black);
if (score > max_score) {
max_score = score;
for (int i = 0; i < Board::size; i++) {
for (int j = 0; j < Board::size; j++) {
if (child->board.board[i][j] != root->board.board[i][j]) {
best_move.first = i;
best_move.second = j;
break;
}
}
}
}
}
return best_move;
}
};
```
使用时,我们可以先构造一个初始棋盘,然后构造博弈树,并搜索出最优的下一步走法:
```cpp
int main() {
Board board;
board.put(2, 2, Board::black);
board.put(3, 3, Board::black);
board.put(4, 4, Board::black);
board.put(2, 3, Board::white);
board.put(3, 4, Board::white);
board.put(4, 5, Board::white);
GameTree tree(board);
tree.build(3, Board::white);
pair<int, int> best_move = tree.search(3, Board::white);
cout << "Best move: (" << best_move.first << ", " << best_move.second << ")" << endl;
return 0;
}
```