用c语言写较为复杂的六子棋评分函数
时间: 2023-06-19 19:08:49 浏览: 63
六子棋评分函数可以分为两个部分:开局和中后期。开局是指前10步左右的阶段,中后期是指之后的阶段。以下是一个可能的较为复杂的六子棋评分函数的示例代码,使用了alpha-beta剪枝算法进行优化:
```c
#define BOARD_SIZE 15
#define EMPTY 0
#define BLACK 1
#define WHITE 2
#define INF 999999
int score[2][6] = { {0, 100, 500, 800, 1500, INF}, {0, 50, 250, 500, 1000, INF} };
int evaluate(int board[BOARD_SIZE][BOARD_SIZE], int player) {
int opponent = (player == BLACK) ? WHITE : BLACK;
int score_player = 0, score_opponent = 0;
int count_player[6] = {0}, count_opponent[6] = {0};
int i, j, k;
// 开局
if (count_stones(board) < 10) {
for (i = 0; i < BOARD_SIZE; i++) {
for (j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == player) {
for (k = 1; k <= 5; k++) {
if (i + k < BOARD_SIZE && board[i + k][j] == player) {
count_player[k]++;
}
else {
break;
}
}
for (k = 1; k <= 5; k++) {
if (j + k < BOARD_SIZE && board[i][j + k] == player) {
count_player[k]++;
}
else {
break;
}
}
for (k = 1; k <= 5; k++) {
if (i + k < BOARD_SIZE && j + k < BOARD_SIZE && board[i + k][j + k] == player) {
count_player[k]++;
}
else {
break;
}
}
for (k = 1; k <= 5; k++) {
if (i + k < BOARD_SIZE && j - k >= 0 && board[i + k][j - k] == player) {
count_player[k]++;
}
else {
break;
}
}
}
else if (board[i][j] == opponent) {
for (k = 1; k <= 5; k++) {
if (i + k < BOARD_SIZE && board[i + k][j] == opponent) {
count_opponent[k]++;
}
else {
break;
}
}
for (k = 1; k <= 5; k++) {
if (j + k < BOARD_SIZE && board[i][j + k] == opponent) {
count_opponent[k]++;
}
else {
break;
}
}
for (k = 1; k <= 5; k++) {
if (i + k < BOARD_SIZE && j + k < BOARD_SIZE && board[i + k][j + k] == opponent) {
count_opponent[k]++;
}
else {
break;
}
}
for (k = 1; k <= 5; k++) {
if (i + k < BOARD_SIZE && j - k >= 0 && board[i + k][j - k] == opponent) {
count_opponent[k]++;
}
else {
break;
}
}
}
}
}
for (k = 1; k <= 5; k++) {
score_player += score[player - 1][k] * count_player[k];
score_opponent += score[opponent - 1][k] * count_opponent[k];
}
return score_player - score_opponent;
}
// 中后期
int max_score = -INF, min_score = INF;
int i, j, k;
for (i = 0; i < BOARD_SIZE; i++) {
for (j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == EMPTY) {
board[i][j] = player;
int s = evaluate(board, opponent);
if (s < min_score) {
min_score = s;
}
board[i][j] = EMPTY;
if (min_score <= max_score) {
return max_score;
}
}
}
}
return min_score;
}
```
在开局阶段,使用了一些预定义的得分来评价每个位置的价值。对于每个玩家,分别计算出其在每个方向上连续的棋子数,然后根据预定义的得分进行加权求和。在中后期,使用alpha-beta剪枝算法进行搜索,计算出当前玩家的最大得分和对手的最小得分,然后返回两者的差值作为当前局面的评分。
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