六子棋建立博弈树α-β剪枝算法代码
时间: 2023-10-05 21:08:50 浏览: 72
以下是一个六子棋博弈树的α-β剪枝算法的Python代码:
```python
import numpy as np
# 博弈树节点
class Node:
def __init__(self, state, depth, alpha=-np.inf, beta=np.inf):
self.state = state
self.depth = depth
self.alpha = alpha
self.beta = beta
self.children = []
def is_terminal(self):
return self.depth == 0 or self.state.is_game_over()
def evaluate(self):
# 计算当前节点的估价值
return self.state.evaluate()
def generate_children(self):
# 生成当前节点的所有子节点
for move in self.state.get_legal_moves():
new_state = self.state.apply_move(move)
child = Node(new_state, self.depth - 1)
self.children.append(child)
def get_best_child(self):
# 获取当前节点的最佳子节点
best_child = None
if self.children:
best_child = self.children[0]
for child in self.children:
if child.alpha >= best_child.alpha:
best_child = child
return best_child
# MiniMax算法
def minimax(node, maximizing_player):
if node.is_terminal():
return node.evaluate()
if maximizing_player:
value = -np.inf
for child in node.children:
value = max(value, minimax(child, False))
node.alpha = max(node.alpha, value)
if node.beta <= node.alpha:
break
return value
else:
value = np.inf
for child in node.children:
value = min(value, minimax(child, True))
node.beta = min(node.beta, value)
if node.beta <= node.alpha:
break
return value
# α-β剪枝算法
def alphabeta(node, depth, alpha, beta, maximizing_player):
if depth == 0 or node.is_terminal():
return node.evaluate()
if maximizing_player:
value = -np.inf
for child in node.children:
value = max(value, alphabeta(child, depth - 1, alpha, beta, False))
alpha = max(alpha, value)
if beta <= alpha:
break
return value
else:
value = np.inf
for child in node.children:
value = min(value, alphabeta(child, depth - 1, alpha, beta, True))
beta = min(beta, value)
if beta <= alpha:
break
return value
# 六子棋游戏状态
class GameState:
def __init__(self):
self.board = np.zeros((6, 6), dtype=int)
self.current_player = 1
def is_game_over(self):
# 判断游戏是否结束
if self.get_winner() is not None:
return True
return False
def get_winner(self):
# 判断游戏胜负
for i in range(6):
if np.sum(self.board[i]) == 6:
return 1
elif np.sum(self.board[i]) == -6:
return -1
for i in range(6):
if np.sum(self.board[:, i]) == 6:
return 1
elif np.sum(self.board[:, i]) == -6:
return -1
if self.board.trace() == 6 or np.fliplr(self.board).trace() == 6:
return 1
elif self.board.trace() == -6 or np.fliplr(self.board).trace() == -6:
return -1
return None
def evaluate(self):
# 计算当前游戏状态的估价值
winner = self.get_winner()
if winner is not None:
return winner * np.inf
else:
return np.sum(self.board)
def get_legal_moves(self):
# 获取当前玩家的合法落子位置
moves = []
for i in range(6):
for j in range(6):
if self.board[i][j] == 0:
moves.append((i, j))
return moves
def apply_move(self, move):
# 更新游戏状态
new_state = GameState()
new_state.board = np.copy(self.board)
new_state.current_player = -self.current_player
i, j = move
new_state.board[i][j] = self.current_player
return new_state
# 初始化博弈树
def initialize_tree(state, depth):
root = Node(state, depth)
root.generate_children()
return root
# 选择最佳落子位置
def select_move(state, depth):
root = initialize_tree(state, depth)
for child in root.children:
minimax(child, False)
#alphabeta(child, depth - 1, -np.inf, np.inf, False) # 使用α-β剪枝算法
root.alpha = max(root.alpha, child.alpha)
best_child = root.get_best_child()
return best_child.state.get_last_move()
# 测试
state = GameState()
while not state.is_game_over():
if state.current_player == 1:
move = select_move(state, 3)
state = state.apply_move(move)
else:
move = tuple(map(int, input("请输入黑方落子位置:").split()))
state = state.apply_move(move)
print(state.board)
print("游戏结束,胜利者为", state.get_winner())
```
在代码中,`Node`类表示一个博弈树节点,`GameState`类表示一个六子棋游戏状态。`minimax`函数是标准的MiniMax算法,`alphabeta`函数是α-β剪枝算法。`initialize_tree`函数用于初始化博弈树,`select_move`函数用于选择最佳落子位置。在测试部分,程序会先使用AI自动落子,然后等待人类玩家输入落子位置,直到游戏结束。