写一个经过剪枝后的六子棋决策算法代码
时间: 2024-05-10 12:18:06 浏览: 22
这里是一个简单的六子棋决策算法代码,经过了alpha-beta剪枝优化:
```python
import numpy as np
# 棋盘大小
BOARD_SIZE = 8
# 评估函数中的权重
WEIGHTS = [1, 10, 100, 1000]
# 六个方向
DIRECTIONS = [(0, 1), (1, 0), (1, 1), (1, -1), (0, -1), (-1, 0)]
# alpha-beta剪枝算法
def alpha_beta(board, depth, alpha, beta, maximizing_player):
# 到达搜索深度或者棋局结束时返回评估值
if depth == 0 or is_game_over(board):
return evaluate(board), None
if maximizing_player:
# 最大化玩家
max_eval = float('-inf')
best_move = None
for move in get_possible_moves(board):
new_board = make_move(board, move, 1)
eval, _ = alpha_beta(new_board, depth - 1, alpha, beta, False)
if eval > max_eval:
max_eval = eval
best_move = move
alpha = max(alpha, eval)
if beta <= alpha:
break
return max_eval, best_move
else:
# 最小化玩家
min_eval = float('inf')
best_move = None
for move in get_possible_moves(board):
new_board = make_move(board, move, -1)
eval, _ = alpha_beta(new_board, depth - 1, alpha, beta, True)
if eval < min_eval:
min_eval = eval
best_move = move
beta = min(beta, eval)
if beta <= alpha:
break
return min_eval, best_move
# 获取可能的落子位置
def get_possible_moves(board):
moves = []
for i in range(BOARD_SIZE):
for j in range(BOARD_SIZE):
if board[i][j] == 0:
moves.append((i, j))
return moves
# 落子
def make_move(board, move, player):
new_board = np.copy(board)
new_board[move[0]][move[1]] = player
return new_board
# 判断是否游戏结束
def is_game_over(board):
# 横向检查
for i in range(BOARD_SIZE):
for j in range(BOARD_SIZE - 5):
if board[i][j] != 0 and all(board[i][j+k] == board[i][j] for k in range(1, 6)):
return True
# 纵向检查
for i in range(BOARD_SIZE - 5):
for j in range(BOARD_SIZE):
if board[i][j] != 0 and all(board[i+k][j] == board[i][j] for k in range(1, 6)):
return True
# 斜向检查(右上-左下)
for i in range(BOARD_SIZE - 5):
for j in range(BOARD_SIZE - 5):
if board[i][j] != 0 and all(board[i+k][j+k] == board[i][j] for k in range(1, 6)):
return True
# 斜向检查(左上-右下)
for i in range(BOARD_SIZE - 5):
for j in range(5, BOARD_SIZE):
if board[i][j] != 0 and all(board[i+k][j-k] == board[i][j] for k in range(1, 6)):
return True
# 棋盘已满
if np.count_nonzero(board) == BOARD_SIZE ** 2:
return True
return False
# 评估函数
def evaluate(board):
score = 0
# 横向检查
for i in range(BOARD_SIZE):
for j in range(BOARD_SIZE - 5):
window = [board[i][j+k] for k in range(6)]
score += evaluate_window(window)
# 纵向检查
for i in range(BOARD_SIZE - 5):
for j in range(BOARD_SIZE):
window = [board[i+k][j] for k in range(6)]
score += evaluate_window(window)
# 斜向检查(右上-左下)
for i in range(BOARD_SIZE - 5):
for j in range(BOARD_SIZE - 5):
window = [board[i+k][j+k] for k in range(6)]
score += evaluate_window(window)
# 斜向检查(左上-右下)
for i in range(BOARD_SIZE - 5):
for j in range(5, BOARD_SIZE):
window = [board[i+k][j-k] for k in range(6)]
score += evaluate_window(window)
return score
# 评估窗口
def evaluate_window(window):
score = 0
player_count = window.count(1)
opponent_count = window.count(-1)
empty_count = window.count(0)
# 判断胜负
if player_count == 6:
score += WEIGHTS[3]
elif opponent_count == 6:
score -= WEIGHTS[3]
# 判断四子
if player_count == 4 and empty_count == 2:
score += WEIGHTS[2]
elif opponent_count == 4 and empty_count == 2:
score -= WEIGHTS[2]
# 判断三子
if player_count == 3 and empty_count == 3:
score += WEIGHTS[1]
elif opponent_count == 3 and empty_count == 3:
score -= WEIGHTS[1]
# 判断二子
if player_count == 2 and empty_count == 4:
score += WEIGHTS[0]
elif opponent_count == 2 and empty_count == 4:
score -= WEIGHTS[0]
return score
# 初始化棋盘
board = np.zeros((BOARD_SIZE, BOARD_SIZE))
# 最大化玩家先手
maximizing_player = True
# alpha-beta剪枝搜索
eval, move = alpha_beta(board, 4, float('-inf'), float('inf'), maximizing_player)
print("最佳落子位置:", move)
```
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