使用C语言来实现稀疏矩阵的三元组顺序表示方法及基本操作的实现(建立、输出、转置)并实现一个主菜单来实现。实现稀疏矩阵的三元组表示下的普通转置、快速转置。
时间: 2024-05-03 10:16:27 浏览: 110
玩家,1表示红方,-1表示黑方
:param depth: 当前搜索的深度
:param maximizing_player: 是否是最大化玩家
:return: 当前局面的估值以及最优的一步好的,这是一个关于C语言实现稀疏矩阵三元组顺序表示方法及基本操作的棋,(value, move)
"""
if depth == 0 or board.is_game_over():
return self.evaluate(board, player问题。以下是实现步骤:
1. 定义三元组结构体
```
typedef struct {
int row;), None
possible_moves = board.get_possible_moves(player)
if maximizing_player:
value = float('-inf')
best_move = None
for move in possible_moves:
new_board = copy.deepcopy(board)
new_board.move(move)
v, _ // 行号
int col; // 列号
int val; // 值
} Triple;
```
2. 定义稀 = self.minimax(new_board, player, depth - 1, False)
if v > value:
value = v
疏矩阵结构体
```
typedef struct {
int rows; // 行数
int cols; // 列数
best_move = move
return value, best_move
else:
value = float('inf')
best_move = None
int nums; // 非零元素数
Triple *data; // 三元组数组
} SparseMatrix;
```
3 for move in possible_moves:
new_board = copy.deepcopy(board)
new_board.move(move)
v, _ = self.minimax(new_board, player, depth - 1, True)
if v < value:
value = v
best_move =. 实现稀疏矩阵的建立
```
void createSparseMatrix(SparseMatrix *sm) {
printf("请输入行 move
return value, best_move
def evaluate(self, board, player):
"""
估值函数
:数、列数和非零元素个数:");
scanf("%d %d %d", &sm->rows, &smparam board: 当前的棋盘
:param player: 玩家,1表示红方,-1表示黑方
->cols, &sm->nums);
sm->data = (Triple *)malloc(sizeof(Triple) * sm->nums);
printf :return: 估值
"""
red_score = 0
black_score = 0
for i in range(board("请输入三元组的行号、列号和值:\n");
for (int i = 0; i < sm.row):
for j in range(board.col):
if board.board[i][j] > 0:
red_score += self.get->nums; i++) {
scanf("%d %d %d", &sm->data[i].row, &sm->data[i]._piece_score(board.board[i][j], i, j)
elif board.board[i][j] < 0:
black_score += self.get_piece_score(-board.board[i][j], i, j)
if player == 1:
return red_score - black_score
col, &sm->data[i].val);
}
}
```
4. 实现稀疏矩阵的输出
```
void else:
return black_score - red_score
def get_piece_score(self, piece, i, j):
"""
获取 printSparseMatrix(SparseMatrix sm) {
int k = 0;
for (int i = 0; i < sm.rows棋子的分值
:param piece: 棋子
:param i: 棋子所在行
:param j; i++) {
for (int j = 0; j < sm.cols; j++) {
if (k < sm.nums: 棋子所在列
:return: 分值
"""
if piece == 1: # 兵
if && sm.data[k].row == i && sm.data[k].col == j) {
printf("%d ", sm.data[k].val);
i >= 5:
return 10
else:
return 5
elif piece == 2: # 车
k++;
} else {
printf("0 ");
}
}
printf("\n");
}
}
```
5. return 50
elif piece == 3: # 马
return 30
elif piece == 4: 实现稀疏矩阵的转置
5.1普通转置
```
void transposeSparseMatrix(SparseMatrix sm, # 相
if i >= 5:
return 25
else:
return 15
elif piece == SparseMatrix *tsm) {
tsm->rows = sm.cols;
tsm->cols = sm.rows;
tsm->5: # 士
if i >= 5:
return 25
else:
return 15
elifnums = sm.nums;
tsm->data = (Triple *)malloc(sizeof(Triple) * tsm->nums);
if piece == 6: # 将
return 1000
elif piece == 7: # 炮
return (tsm->nums == 0) {
return;
}
int *num = (int *)malloc(sizeof(int) * sm45
class ChessGame:
"""
中国象棋游戏类
"""
def __init__(self):
pygame.init.cols);
int *cpot = (int *)malloc(sizeof(int) * sm.cols);
for (int i = 0; i()
pygame.display.set_caption('中国象棋')
self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
self.clock = pygame.time.Clock()
self.font = pygame.font.SysFont('SimHei', 32)
self.board = ChessBoard()
< sm.cols; i++) {
num[i] = 0;
}
for (int i = 0; i < sm self.ai = MinimaxAI(2)
self.selected_piece = None
self.current_player = 1 # 1表示.nums; i++) {
num[sm.data[i].col]++;
}
cpot[0] = 0;
for红方,-1表示黑方
self.game_over = False
def run(self):
while True:
for event (int i = 1; i < sm.cols; i++) {
cpot[i] = cpot[i-1] + num in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return
if not self.game_over:
[i-1];
}
for (int i = 0; i < sm.nums; i++) {
int col = sm if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # 左键选中棋子或者走.data[i].col;
int pos = cpot[col];
tsm->data[pos].row = sm.data[i].col;
棋
if self.selected_piece is None:
row, col = self.get_clicked_position(event.pos)
if row is not None tsm->data[pos].col = sm.data[i].row;
tsm->data[pos].val = sm.data[i].val;
and self.board.board[row][col] * self.current_player > 0:
self.selected_piece = (row, col)
else cpot[col]++;
}
free(num);
free(cpot);
}
```
5.2快速转置
```
:
row, col = self.get_clicked_position(event.pos)
if row is not None and (row, col) in self.getvoid fastTransposeSparseMatrix(SparseMatrix sm, SparseMatrix *tsm) {
tsm->rows = sm.cols;
tsm_possible_moves(self.selected_piece[0], self.selected_piece[1]):
self.board.move((self.selected_piece[0], self.selected_piece->cols = sm.rows;
tsm->nums = sm.nums;
tsm->data = (Triple *)malloc(sizeof(Tri[1], row, col))
self.selected_piece = None
self.current_player = -self.current_player
self.check_gameple) * tsm->nums);
if (tsm->nums == 0) {
return;
}
int *num_over()
if not self.game_over and self.current_player == -1:
move = self.ai.select_move(self.board, self.current = (int *)malloc(sizeof(int) * sm.cols);
int *cpot = (int *)malloc(sizeof(int) * sm.cols);
_player)
self.board.move(move)
self.current_player = -self.current_player
self.check_game_over()
elif event.button for (int i = 0; i < sm.cols; i++) {
num[i] = 0;
}
for == 3: # 右键取消选中
self.selected_piece = None
self.screen.fill(LIGHT_GREEN)
(int i = 0; i < sm.nums; i++) {
num[sm.data[i].col]++;
}
cp self.draw_board()
self.draw_pieces()
self.draw_selected_piece()
self.draw_game_over_text()
pygame.display.flip()
ot[0] = 0;
for (int i = 1; i < sm.cols; i++) {
cpot[i self.clock.tick(60)
def draw_board(self):
for i in range(self.board.row):
for j in range(self.board] = cpot[i-1] + num[i-1];
}
for (int i = 0; i < sm.n.col):
if (i + j) % 2 == 0:
pygame.draw.rect(self.screen, WHITE, (j * CELLums; i++) {
int col = sm.data[i].col;
int pos = cpot[col];
tsm->data[pos_SIZE, i * CELL_SIZE, CELL_SIZE, CELL_SIZE))
else:
pygame.draw.rect(self.screen, DARK_GREEN, (j].row = sm.data[i].col;
tsm->data[pos].col = sm.data[i].row;
tsm->data * CELL_SIZE, i * CELL_SIZE, CELL_SIZE, CELL_SIZE))
pygame.draw.rect(self.screen, BLACK, (0, 0[pos].val = sm.data[i].val;
cpot[col]++;
}
free(num);
free(cpot);
}
```
, SCREEN_WIDTH, SCREEN_HEIGHT), 3)
for i in range(1, self.board.col):
pygame.draw.line(self.screen, BLACK, (i * CELL_SIZE, 0), (i * CELL_SIZE, SCREEN_HEIGHT), 3)
pygame.draw.line(self6. 实现主菜单
```
int main() {
SparseMatrix sm, tsm;
int choice;
do {
.screen, BLACK, (0, CELL_SIZE * 4), (CELL_SIZE * 2
阅读全文