给出C语言详细的六子棋AI博弈树代码并逐行注释
时间: 2023-07-14 14:12:41 浏览: 57
对于六子棋AI博弈树的代码,下面是一个简单的示例程序。由于代码较长,我在注释中进行了详细的解释,希望对你有所帮助。
```c
#include <stdio.h>
#include <stdlib.h>
#include <limits.h>
// 定义棋盘大小为 6 * 6
#define BOARD_SIZE 6
// 定义棋子类型
typedef enum { EMPTY, BLACK, WHITE } piece_t;
// 定义博弈树节点类型
typedef struct node {
// 当前棋盘状态
piece_t board[BOARD_SIZE][BOARD_SIZE];
// 当前节点的下一步落子颜色,BLACK 代表黑方,WHITE 代表白方
piece_t next_piece;
// 当前节点的估值,用于评估当前节点的价值
int value;
// 当前节点的子节点数组
struct node *children[BOARD_SIZE * BOARD_SIZE];
// 子节点数量
int num_children;
} node_t;
// 初始化棋盘
void init_board(piece_t board[BOARD_SIZE][BOARD_SIZE]) {
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
board[i][j] = EMPTY;
}
}
}
// 打印棋盘
void print_board(piece_t board[BOARD_SIZE][BOARD_SIZE]) {
printf(" ");
for (int i = 0; i < BOARD_SIZE; i++) {
printf("%d ", i);
}
printf("\n");
for (int i = 0; i < BOARD_SIZE; i++) {
printf("%d ", i);
for (int j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == EMPTY) {
printf("- ");
} else if (board[i][j] == BLACK) {
printf("X ");
} else {
printf("O ");
}
}
printf("\n");
}
}
// 判断某一方是否胜利
int is_win(piece_t board[BOARD_SIZE][BOARD_SIZE], piece_t piece) {
// 判断横向
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j <= BOARD_SIZE - 6; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i][j + k] == piece) {
count++;
}
}
if (count == 6) {
return 1;
}
}
}
// 判断纵向
for (int i = 0; i <= BOARD_SIZE - 6; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i + k][j] == piece) {
count++;
}
}
if (count == 6) {
return 1;
}
}
}
// 判断正斜线
for (int i = 0; i <= BOARD_SIZE - 6; i++) {
for (int j = 0; j <= BOARD_SIZE - 6; j++) {
int count = 0;
for (int k = 0; k < 6; k++) {
if (board[i + k][j + k] == piece) {
count++;
}
}
if (count == 6) {
return 1;
}
}
}
// 判断反斜线
for (int i = 0; i <= BOARD_SIZE - 6; 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] == piece) {
count++;
}
}
if (count == 6) {
return 1;
}
}
}
return 0;
}
// 评估当前节点的价值
int evaluate(node_t *node) {
// 如果当前节点是黑方胜利,则其价值为正无穷大
if (is_win(node->board, BLACK)) {
return INT_MAX;
}
// 如果当前节点是白方胜利,则其价值为负无穷大
if (is_win(node->board, WHITE)) {
return INT_MIN;
}
// 否则,计算黑方棋子数和白方棋子数的差值
int black_count = 0, white_count = 0;
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (node->board[i][j] == BLACK) {
black_count++;
} else if (node->board[i][j] == WHITE) {
white_count++;
}
}
}
return black_count - white_count;
}
// 创建新节点
node_t *new_node(piece_t board[BOARD_SIZE][BOARD_SIZE], piece_t next_piece) {
node_t *node = (node_t *)malloc(sizeof(node_t));
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
node->board[i][j] = board[i][j];
}
}
node->next_piece = next_piece;
node->value = evaluate(node);
node->num_children = 0;
return node;
}
// 销毁节点
void destroy_node(node_t *node) {
for (int i = 0; i < node->num_children; i++) {
destroy_node(node->children[i]);
}
free(node);
}
// 获取当前节点的所有子节点
void get_children(node_t *node) {
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (node->board[i][j] == EMPTY) {
node->children[node->num_children] = new_node(node->board, node->next_piece == BLACK ? WHITE : BLACK);
node->children[node->num_children]->board[i][j] = node->next_piece;
node->children[node->num_children]->value = evaluate(node->children[node->num_children]);
node->num_children++;
}
}
}
}
// 极大极小搜索算法
int minimax(node_t *node, int depth, int alpha, int beta, int maximizing_player) {
// 如果当前节点已经是叶子节点,返回其估值
if (depth == 0 || node->num_children == 0) {
return node->value;
}
// 如果当前节点是极大节点
if (maximizing_player) {
int max_value = INT_MIN;
for (int i = 0; i < node->num_children; i++) {
int value = minimax(node->children[i], depth - 1, alpha, beta, 0);
max_value = value > max_value ? value : max_value;
alpha = alpha > max_value ? alpha : max_value;
if (beta <= alpha) {
break;
}
}
return max_value;
} else {
int min_value = INT_MAX;
for (int i = 0; i < node->num_children; i++) {
int value = minimax(node->children[i], depth - 1, alpha, beta, 1);
min_value = value < min_value ? value : min_value;
beta = beta < min_value ? beta : min_value;
if (beta <= alpha) {
break;
}
}
return min_value;
}
}
// 获取 Alpha-Beta 剪枝后的最佳下法
void get_best_move(piece_t board[BOARD_SIZE][BOARD_SIZE], piece_t next_piece, int depth, int *x, int *y) {
// 创建根节点
node_t *root = new_node(board, next_piece);
// 获取根节点的所有子节点
get_children(root);
// 初始化最佳下法的值
int best_value = INT_MIN;
// 遍历根节点的所有子节点,找到 Alpha-Beta 剪枝后的最佳下法
for (int i = 0; i < root->num_children; i++) {
int value = minimax(root->children[i], depth - 1, INT_MIN, INT_MAX, 0);
if (value > best_value) {
best_value = value;
*x = i / BOARD_SIZE;
*y = i % BOARD_SIZE;
}
}
// 销毁根节点及其所有子节点
destroy_node(root);
}
int main() {
// 初始化棋盘
piece_t board[BOARD_SIZE][BOARD_SIZE];
init_board(board);
// 黑方先手
piece_t next_piece = BLACK;
// 打印棋盘
print_board(board);
// 开始循环下棋
while (1) {
// 如果当前是黑方下棋
if (next_piece == BLACK) {
int x, y;
// 获取 Alpha-Beta 剪枝后的最佳下法
get_best_move(board, next_piece, 3, &x, &y);
// 在棋盘上落子
board[x][y] = next_piece;
// 打印棋盘
print_board(board);
// 判断是否胜利
if (is_win(board, next_piece)) {
printf("BLACK win!\n");
break;
}
// 切换到白方下棋
next_piece = WHITE;
} else {
// 如果当前是白方下棋
int x, y;
// 获取 Alpha-Beta 剪枝后的最佳下法
get_best_move(board, next_piece, 3, &x, &y);
// 在棋盘上落子
board[x][y] = next_piece;
// 打印棋盘
print_board(board);
// 判断是否胜利
if (is_win(board, next_piece)) {
printf("WHITE win!\n");
break;
}
// 切换到黑方下棋
next_piece = BLACK;
}
}
return 0;
}
```
注:该示例程序实现了一个简单的六子棋AI博弈树,但并不是最优解,你可以根据实际需要进行修改和优化。