使用C++写一个反四子棋的bot
时间: 2024-01-24 09:17:17 浏览: 35
反四子棋是一种象棋变种,它的规则与象棋基本相同,但是在落子时有一个限制:如果你的落子会使对方下一步将军,则你不能落这个子。在这里,我提供一个简单的反四子棋bot的C++代码实现,供参考。
首先,我们需要定义一个棋盘类,它包含了存储棋盘状态的变量和一些基本操作,如落子、判断是否胜利等。
```c++
#include <iostream>
#include <cstring>
using namespace std;
// 定义棋盘大小
const int BOARD_SIZE = 10;
// 棋盘类
class Board {
public:
// 构造函数
Board() {
memset(board, 0, sizeof(board)); // 初始化棋盘为空
}
// 落子操作,返回是否合法
bool drop(int x, int y, int player) {
if (board[x][y] != 0) {
return false; // 该位置已有棋子
}
board[x][y] = player; // 落子
return true;
}
// 判断某个玩家是否胜利
bool win(int player) {
// 判断横向连续棋子
for (int i = 0; i < BOARD_SIZE; i++) {
int count = 0;
for (int j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == player) {
count++;
} else {
count = 0;
}
if (count >= 5) {
return true;
}
}
}
// 判断纵向连续棋子
for (int j = 0; j < BOARD_SIZE; j++) {
int count = 0;
for (int i = 0; i < BOARD_SIZE; i++) {
if (board[i][j] == player) {
count++;
} else {
count = 0;
}
if (count >= 5) {
return true;
}
}
}
// 判断主对角线连续棋子
for (int k = 0; k < BOARD_SIZE; k++) {
int count = 0;
for (int i = k, j = 0; i < BOARD_SIZE && j < BOARD_SIZE; i++, j++) {
if (board[i][j] == player) {
count++;
} else {
count = 0;
}
if (count >= 5) {
return true;
}
}
}
for (int k = 1; k < BOARD_SIZE; k++) {
int count = 0;
for (int i = 0, j = k; i < BOARD_SIZE && j < BOARD_SIZE; i++, j++) {
if (board[i][j] == player) {
count++;
} else {
count = 0;
}
if (count >= 5) {
return true;
}
}
}
// 判断副对角线连续棋子
for (int k = 0; k < BOARD_SIZE; k++) {
int count = 0;
for (int i = k, j = BOARD_SIZE - 1; i < BOARD_SIZE && j >= 0; i++, j--) {
if (board[i][j] == player) {
count++;
} else {
count = 0;
}
if (count >= 5) {
return true;
}
}
}
for (int k = BOARD_SIZE - 2; k >= 0; k--) {
int count = 0;
for (int i = 0, j = k; i < BOARD_SIZE && j >= 0; i++, j--) {
if (board[i][j] == player) {
count++;
} else {
count = 0;
}
if (count >= 5) {
return true;
}
}
}
return false;
}
// 打印棋盘
void print() {
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
cout << board[i][j] << " ";
}
cout << endl;
}
}
private:
int board[BOARD_SIZE][BOARD_SIZE]; // 存储棋盘状态
};
```
接下来,我们需要定义一个反四子棋bot类,它包含了搜索最佳落子位置的算法和一些辅助函数。
```c++
// 反四子棋bot类
class Bot {
public:
// 构造函数
Bot(Board& board, int player) : board(board), player(player) {}
// 搜索最佳落子位置
void search(int& x, int& y) {
int score[BOARD_SIZE][BOARD_SIZE]; // 存储每个位置的分数
memset(score, 0, sizeof(score)); // 初始化分数为0
// 遍历每个空位置
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (board.drop(i, j, player)) {
// 计算该位置的分数
score[i][j] = evaluate(player);
// 模拟对方落子,并计算对方最佳落子位置的分数
int opp_x, opp_y;
int opp_score = 0;
for (int ii = 0; ii < BOARD_SIZE; ii++) {
for (int jj = 0; jj < BOARD_SIZE; jj++) {
if (board.drop(ii, jj, 3 - player)) {
int s = evaluate(3 - player);
if (s > opp_score) {
opp_score = s;
opp_x = ii;
opp_y = jj;
}
board.drop(ii, jj, 0);
}
}
}
// 减去对方最佳落子位置的分数
score[i][j] -= opp_score;
// 恢复棋盘状态
board.drop(i, j, 0);
}
}
}
// 找到分数最高的位置
int max_score = -1;
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (score[i][j] > max_score) {
max_score = score[i][j];
x = i;
y = j;
}
}
}
}
private:
Board& board; // 棋盘引用
int player; // 玩家编号
// 评估棋局的分数
int evaluate(int player) {
int score = 0;
// 判断横向连续棋子
for (int i = 0; i < BOARD_SIZE; i++) {
int count = 0;
int empty = 0;
for (int j = 0; j < BOARD_SIZE; j++) {
if (board.drop(i, j, player)) {
count++;
} else if (board.drop(i, j, 0)) {
empty++;
} else {
count = 0;
empty = 0;
}
if (count >= 4 && empty >= 1) {
score += 1000;
} else if (count >= 3 && empty >= 2) {
score += 100;
} else if (count >= 2 && empty >= 3) {
score += 10;
} else if (count >= 1 && empty >= 4) {
score += 1;
}
board.drop(i, j, 0);
}
}
// 判断纵向连续棋子
for (int j = 0; j < BOARD_SIZE; j++) {
int count = 0;
int empty = 0;
for (int i = 0; i < BOARD_SIZE; i++) {
if (board.drop(i, j, player)) {
count++;
} else if (board.drop(i, j, 0)) {
empty++;
} else {
count = 0;
empty = 0;
}
if (count >= 4 && empty >= 1) {
score += 1000;
} else if (count >= 3 && empty >= 2) {
score += 100;
} else if (count >= 2 && empty >= 3) {
score += 10;
} else if (count >= 1 && empty >= 4) {
score += 1;
}
board.drop(i, j, 0);
}
}
// 判断主对角线连续棋子
for (int k = 0; k < BOARD_SIZE; k++) {
int count = 0;
int empty = 0;
for (int i = k, j = 0; i < BOARD_SIZE && j < BOARD_SIZE; i++, j++) {
if (board.drop(i, j, player)) {
count++;
} else if (board.drop(i, j, 0)) {
empty++;
} else {
count = 0;
empty = 0;
}
if (count >= 4 && empty >= 1) {
score += 1000;
} else if (count >= 3 && empty >= 2) {
score += 100;
} else if (count >= 2 && empty >= 3) {
score += 10;
} else if (count >= 1 && empty >= 4) {
score += 1;
}
board.drop(i, j, 0);
}
}
for (int k = 1; k < BOARD_SIZE; k++) {
int count = 0;
int empty = 0;
for (int i = 0, j = k; i < BOARD_SIZE && j < BOARD_SIZE; i++, j++) {
if (board.drop(i, j, player)) {
count++;
} else if (board.drop(i, j, 0)) {
empty++;
} else {
count = 0;
empty = 0;
}
if (count >= 4 && empty >= 1) {
score += 1000;
} else if (count >= 3 && empty >= 2) {
score += 100;
} else if (count >= 2 && empty >= 3) {
score += 10;
} else if (count >= 1 && empty >= 4) {
score += 1;
}
board.drop(i, j, 0);
}
}
// 判断副对角线连续棋子
for (int k = 0; k < BOARD_SIZE; k++) {
int count = 0;
int empty = 0;
for (int i = k, j = BOARD_SIZE - 1; i < BOARD_SIZE && j >= 0; i++, j--) {
if (board.drop(i, j, player)) {
count++;
} else if (board.drop(i, j, 0)) {
empty++;
} else {
count = 0;
empty = 0;
}
if (count >= 4 && empty >= 1) {
score += 1000;
} else if (count >= 3 && empty >= 2) {
score += 100;
} else if (count >= 2 && empty >= 3) {
score += 10;
} else if (count >= 1 && empty >= 4) {
score += 1;
}
board.drop(i, j, 0);
}
}
for (int k = BOARD_SIZE - 2; k >= 0; k--) {
int count = 0;
int empty = 0;
for (int i = 0, j = k; i < BOARD_SIZE && j >= 0; i++, j--) {
if (board.drop(i, j, player)) {
count++;
} else if (board.drop(i, j, 0)) {
empty++;
} else {
count = 0;
empty = 0;
}
if (count >= 4 && empty >= 1) {
score += 1000;
} else if (count >= 3 && empty >= 2) {
score += 100;
} else if (count >= 2 && empty >= 3) {
score += 10;
} else if (count >= 1 && empty >= 4) {
score += 1;
}
board.drop(i, j, 0);
}
}
return score;
}
};
```
最后,我们可以编写一个简单的主函数来测试反四子棋bot的功能。
```c++
int main() {
Board board; // 创建棋盘
Bot bot(board, 1); // 创建bot
// 玩家轮流落子,直到有一方胜利
while (true) {
int x, y;
board.print();
cout << "Player 1's turn:" << endl;
cout << "Enter the row and column number:" << endl;
cin >> x >> y;
while (!board.drop(x, y, 1)) {
cout << "Invalid move! Enter the row and column number again:" << endl;
cin >> x >> y;
}
if (board.win(1)) {
board.print();
cout << "Player 1 wins!" << endl;
break;
}
bot.search(x, y); // bot搜索最佳落子位置
board.drop(x, y, 2); // bot落子
cout << "Bot's move: row " << x << ", column " << y << endl;
if (board.win(2)) {
board.print();
cout << "Bot wins!" << endl;
break;
}
}
return 0;
}
```
这样,我们就完成了一个简单的反四子棋bot的C++代码实现。当然,这只是一个基础版的bot,如果要提高它的水平,可以考虑使用更高级的算法,如蒙特卡罗树搜索、神经网络等。
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