// private int staticScore(Board board) { // int currPlayer = board.getColorNums(board.nextMove()); // int oppPlayer = board.getColorNums(board.nextMove().opposite()); // return currPlayer - oppPlayer; // } private int staticScore(Board board) { int currPlayer = board.getColorNums(board.nextMove()); int oppPlayer = board.getColorNums(board.nextMove().opposite()); // 检查对手的棋子数量是否为0 if (oppPlayer == 0) { // 如果对手的棋子数量为0,返回一个极大值 return Integer.MAX_VALUE; } // 如果对手的棋子数量不为0,返回当前棋手和对手的棋子数量的差值 return currPlayer - oppPlayer; }分析代码
时间: 2023-06-25 17:03:08 浏览: 131
这段代码是一个静态估值函数,用于评估当前棋盘状态的好坏程度。它计算当前棋手和对手在棋盘上拥有的棋子数量之差,如果对手没有棋子了,返回一个极大值。这种情况下,当前棋手是胜利者,因此返回一个极大值可以确保 AI 会尽可能地选择这个状态。如果对手还有棋子,返回当前棋手和对手的棋子数量的差值,这个差值越大,表示当前棋手在劣势,越小则表示当前棋手在优势。
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模拟退火的电子锯材料排版C#代码
以下是一个简单的C#代码示例,演示如何使用模拟退火算法来解决电子锯材料排版问题。
```
using System;
using System.Collections.Generic;
class SimulatedAnnealing
{
// 调整参数
private const int MaxIterations = 10000;
private const double InitialTemperature = 100.0;
private const double CoolingRate = 0.99;
// 木板尺寸
private const int BoardWidth = 1000;
private const int BoardHeight = 1000;
// 零件列表
private static List<Part> _parts = new List<Part>();
// 随机数生成器
private static Random _random = new Random();
static void Main()
{
// 初始化零件
_parts.Add(new Part(200, 300));
_parts.Add(new Part(300, 400));
_parts.Add(new Part(500, 100));
// 初始化排版
Layout currentLayout = RandomLayout();
// 记录最佳排版
Layout bestLayout = currentLayout;
// 初始化温度
double temperature = InitialTemperature;
// 迭代模拟退火算法
for (int i = 0; i < MaxIterations; i++)
{
// 生成新排版
Layout newLayout = GenerateNewLayout(currentLayout);
// 计算能量差
int deltaE = CalculateEnergy(newLayout) - CalculateEnergy(currentLayout);
// 如果新排版更好,接受它
if (deltaE < 0)
{
currentLayout = newLayout;
// 如果更好的话,更新最佳排版
if (CalculateEnergy(currentLayout) < CalculateEnergy(bestLayout))
{
bestLayout = currentLayout;
}
}
else
{
// 否则,按照概率接受新排版
double acceptanceProbability = Math.Exp(-deltaE / temperature);
if (_random.NextDouble() < acceptanceProbability)
{
currentLayout = newLayout;
}
}
// 降低温度
temperature *= CoolingRate;
}
Console.WriteLine("Best layout: ");
Console.WriteLine(bestLayout);
}
// 随机生成一个初始排版
private static Layout RandomLayout()
{
Layout layout = new Layout(BoardWidth, BoardHeight);
foreach (Part part in _parts)
{
int x = _random.Next(0, BoardWidth - part.Width);
int y = _random.Next(0, BoardHeight - part.Height);
layout.Place(part, x, y);
}
return layout;
}
// 生成一个新排版
private static Layout GenerateNewLayout(Layout oldLayout)
{
Layout newLayout = new Layout(oldLayout);
// 随机选取一个零件
Part part = _parts[_random.Next(0, _parts.Count)];
// 随机生成一个新位置
int x = _random.Next(0, BoardWidth - part.Width);
int y = _random.Next(0, BoardHeight - part.Height);
// 移动零件到新位置
newLayout.Move(part, x, y);
return newLayout;
}
// 计算能量(即未被覆盖的面积)
private static int CalculateEnergy(Layout layout)
{
return BoardWidth * BoardHeight - layout.CoveredArea();
}
}
class Part
{
public int Width { get; private set; }
public int Height { get; private set; }
public Part(int width, int height)
{
Width = width;
Height = height;
}
}
class Layout
{
private bool[,] _board;
public Layout(int width, int height)
{
_board = new bool[width, height];
}
public Layout(Layout other)
{
_board = (bool[,])other._board.Clone();
}
public void Place(Part part, int x, int y)
{
for (int i = x; i < x + part.Width; i++)
{
for (int j = y; j < y + part.Height; j++)
{
_board[i, j] = true;
}
}
}
public void Move(Part part, int x, int y)
{
// 先清除旧位置
for (int i = 0; i < _board.GetLength(0); i++)
{
for (int j = 0; j < _board.GetLength(1); j++)
{
if (i >= x && i < x + part.Width && j >= y && j < y + part.Height)
{
continue;
}
if (_board[i, j])
{
_board[i, j] = false;
}
}
}
// 然后放置新位置
Place(part, x, y);
}
public int CoveredArea()
{
int count = 0;
for (int i = 0; i < _board.GetLength(0); i++)
{
for (int j = 0; j < _board.GetLength(1); j++)
{
if (_board[i, j])
{
count++;
}
}
}
return count;
}
public override string ToString()
{
string s = "";
for (int j = 0; j < _board.GetLength(1); j++)
{
for (int i = 0; i < _board.GetLength(0); i++)
{
s += _board[i, j] ? "X" : ".";
}
s += "\n";
}
return s;
}
}
```
注意,这只是一个简单的示例代码,可能不够优化或不适用于您的具体应用。您可能需要根据自己的需求进行修改和优化。
用java结合列表写一个五子棋游戏
好的,以下是一个简单的五子棋游戏的Java代码,使用了列表(List)来存储棋盘状态:
```
import java.util.ArrayList;
import java.util.List;
import java.util.Scanner;
public class FiveChess {
private List<List<Integer>> board; // 棋盘状态
private int currentPlayer; // 当前玩家,1表示黑子,2表示白子
private boolean gameOver; // 游戏是否结束
private int winner; // 获胜者,1表示黑子,2表示白子
public FiveChess() {
board = new ArrayList<>();
for (int i = 0; i < 15; i++) {
board.add(new ArrayList<>());
for (int j = 0; j < 15; j++) {
board.get(i).add(0);
}
}
currentPlayer = 1;
gameOver = false;
winner = 0;
}
// 打印棋盘状态
public void printBoard() {
System.out.print(" ");
for (int i = 0; i < 15; i++) {
System.out.printf("%2d ", i + 1);
}
System.out.println();
for (int i = 0; i < 15; i++) {
System.out.printf("%2d ", i + 1);
for (int j = 0; j < 15; j++) {
if (board.get(i).get(j) == 0) {
System.out.print(" . ");
} else if (board.get(i).get(j) == 1) {
System.out.print(" X ");
} else {
System.out.print(" O ");
}
}
System.out.println();
}
}
// 下一步棋
public void nextMove(int x, int y) {
if (gameOver) {
System.out.println("游戏已结束!");
return;
}
if (board.get(x).get(y) != 0) {
System.out.println("该位置已经有棋子了,请重新落子!");
return;
}
board.get(x).set(y, currentPlayer);
if (checkWin()) {
gameOver = true;
winner = currentPlayer;
System.out.printf("游戏结束,%s获胜!\n", currentPlayer == 1 ? "黑子" : "白子");
} else if (checkDraw()) {
gameOver = true;
System.out.println("游戏结束,平局!");
} else {
currentPlayer = 3 - currentPlayer;
}
}
// 检查是否有一方获胜
private boolean checkWin() {
int count = 0;
// 横向检查
for (int i = 0; i < 15; i++) {
for (int j = 0; j < 15; j++) {
if (board.get(i).get(j) == currentPlayer) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
}
}
count = 0;
}
// 纵向检查
for (int i = 0; i < 15; i++) {
for (int j = 0; j < 15; j++) {
if (board.get(j).get(i) == currentPlayer) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
}
}
count = 0;
}
// 斜向检查
for (int i = 0; i < 11; i++) {
for (int j = 0; j < 11; j++) {
for (int k = 0; k < 5; k++) {
if (board.get(i + k).get(j + k) == currentPlayer) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
break;
}
}
}
count = 0;
}
for (int i = 0; i < 11; i++) {
for (int j = 14; j >= 4; j--) {
for (int k = 0; k < 5; k++) {
if (board.get(i + k).get(j - k) == currentPlayer) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
break;
}
}
}
count = 0;
}
return false;
}
// 检查是否平局
private boolean checkDraw() {
for (int i = 0; i < 15; i++) {
for (int j = 0; j < 15; j++) {
if (board.get(i).get(j) == 0) {
return false;
}
}
}
return true;
}
public static void main(String[] args) {
FiveChess game = new FiveChess();
Scanner scanner = new Scanner(System.in);
while (!game.gameOver) {
game.printBoard();
System.out.printf("请%s落子(x,y):", game.currentPlayer == 1 ? "黑子" : "白子");
int x = scanner.nextInt() - 1;
int y = scanner.nextInt() - 1;
game.nextMove(x, y);
}
scanner.close();
}
}
```
注意:以上代码仅为示例,可能还有一些未考虑到的细节问题。