具有创新点的六子棋开局库Q-强化学习算法C语言程序
时间: 2023-08-30 13:04:20 浏览: 49
以下是一个基于Q-强化学习算法实现的具有创新点的六子棋开局库C语言程序的示例:
```
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#define ROW 15
#define COL 15
#define EMPTY 0
#define BLACK 1
#define WHITE 2
#define MAXSTEP 225
#define MAXEPISODES 50000
#define ALPHA 0.1
#define GAMMA 0.9
#define EPSILON 0.1
// 定义状态结构体
typedef struct {
int state[ROW][COL]; // 棋盘状态
int player; // 当前玩家
} State;
// 定义动作结构体
typedef struct {
int row;
int col;
int value;
} Action;
// 定义Q值结构体
typedef struct {
double value;
int count;
} QValue;
// 初始化状态
void initState(State *s) {
int i, j;
s->player = BLACK;
for (i = 0; i < ROW; i++) {
for (j = 0; j < COL; j++) {
s->state[i][j] = EMPTY;
}
}
}
// 随机选择动作
Action selectAction(State s, QValue qTable[][COL][3], double epsilon) {
int i, j, k;
Action action;
if ((double)rand() / RAND_MAX < epsilon) {
// 随机选择动作
do {
action.row = rand() % ROW;
action.col = rand() % COL;
} while (s.state[action.row][action.col] != EMPTY);
} else {
// 选择最优动作
double maxValue = -1e9;
for (i = 0; i < ROW; i++) {
for (j = 0; j < COL; j++) {
if (s.state[i][j] == EMPTY) {
for (k = 1; k <= 2; k++) {
if (qTable[i][j][k].value > maxValue) {
maxValue = qTable[i][j][k].value;
action.row = i;
action.col = j;
action.value = k;
}
}
}
}
}
}
return action;
}
// 更新Q值
void updateQValue(QValue *qValue, double reward, QValue nextQValue) {
qValue->value += ALPHA * (reward + GAMMA * nextQValue.value - qValue->value) / (++qValue->count);
}
// 根据当前状态和策略生成下一状态
State nextState(State s, Action action) {
State nextS = s;
nextS.state[action.row][action.col] = action.value;
nextS.player = 3 - s.player; // 切换玩家
return nextS;
}
// 判断是否有五子连珠
int isWin(State s) {
int i, j, k, m, n;
for (i = 0; i < ROW; i++) {
for (j = 0; j < COL; j++) {
if (s.state[i][j] == EMPTY) {
continue;
}
for (k = 0; k < 4; k++) {
int count = 1;
for (m = i + dx[k], n = j + dy[k]; m >= 0 && m < ROW && n >= 0 && n < COL && s.state[m][n] == s.state[i][j]; m += dx[k], n += dy[k]) {
count++;
}
for (m = i - dx[k], n = j - dy[k]; m >= 0 && m < ROW && n >= 0 && n < COL && s.state[m][n] == s.state[i][j]; m -= dx[k], n -= dy[k]) {
count++;
}
if (count >= 5) {
return s.state[i][j];
}
}
}
}
return EMPTY;
}
// 六子棋Q-强化学习算法主函数
void sixChess() {
srand((unsigned int)time(NULL)); // 随机种子
int i, j, k, t;
int dx[4] = {1, 0, 1, 1}; // 横向、纵向、正斜线、反斜线
int dy[4] = {0, 1, 1, -1};
State s;
Action action;
QValue qTable[ROW][COL][3]; // Q值表
for (i = 0; i < ROW; i++) {
for (j = 0; j < COL; j++) {
for (k = 1; k <= 2; k++) {
qTable[i][j][k].value = 0;
qTable[i][j][k].count = 0;
}
}
}
for (t = 0; t < MAXEPISODES; t++) {
initState(&s);
for (i = 0; i < MAXSTEP; i++) {
action = selectAction(s, qTable, EPSILON);
State nextS = nextState(s, action);
int winner = isWin(nextS);
double reward;
if (winner == s.player) {
reward = 1;
} else if (winner == 3 - s.player) {
reward = -1;
} else {
reward = 0;
}
Action nextAction = selectAction(nextS, qTable, 0);
updateQValue(&qTable[action.row][action.col][action.value], reward, qTable[nextAction.row][nextAction.col][nextAction.value]);
if (winner != EMPTY) {
break;
}
s = nextS;
}
}
// 输出Q值表
for (i = 0; i < ROW; i++) {
for (j = 0; j < COL; j++) {
printf("(%d,%d): ", i, j);
for (k = 1; k <= 2; k++) {
printf("%lf ", qTable[i][j][k].value);
}
printf("\n");
}
}
}
// 主函数
int main() {
sixChess();
return 0;
}
```
该程序实现了Q-强化学习算法,随机选择动作的策略和ε-greedy策略,并用于生成具有创新点的六子棋开局库。在程序中,Q值使用QValue结构体表示,每个状态下包含三个Q值,分别代表当前位置为空、黑色棋子、白色棋子时的Q值。程序还实现了奖励函数、更新Q值函数、下一状态生成函数、判断是否有五子连珠函数等。最后,通过输出Q值表来查看生成的具有创新点的开局库。