1、概述
源码放在文章末尾
该项目实现了五子棋对战AI,可以享受和AI下棋的快乐,项目实现思路如下:
博弈树
●Alpha-Beta剪枝(性能提高较大)
●启发式搜索(性能提高较大)
●落子区域限制(性能提高较大)
●Zobrist哈希(性能小幅提升)
●Qt多线程计算避免界面卡死
●小概率走法剔除
仅进行Alpha-Beta剪枝+落子区域限制,思考两层,计算量在3k-9k,2s内计算完毕;思考四层,计算量在9k-20w,2s~20min内计算完毕.
+启发式搜索,思考两层,思考两层,计算量在900-2k,1s内计算完毕;思考四层,计算量在3k-3w,2s~20s内计算完毕.
+小概率走法剔除,思考两层,思考两层,计算量在24-60,1s内计算完毕;思考5层,计算量在2k-3k,1s内计算完毕;思考7层,计算量在8k-3w,2min~10min内计算完毕
项目界面图如下所示:
项目部分代码如下所示:
cpp
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
#include <QPainter>
#include <QPen>
#include <QDebug>
#include <QMouseEvent>
#include <QString>
#include <vector>
#include <QMessageBox>
#include <random>
#include <ctime>
#include <map>
#include <cmath>
#include <algorithm>
#include <QThread>
#include <QTime>
#include <unordered_map>
#define QOUT qDebug()
enum patternID{
LongLink=0,
Active4,
Sleep4,
Active3,
Sleep3,
Active2,
Sleep2,
Dead4,
Dead3,
Dead2
};
struct step{
int x;
int y;
bool nowWhite;
int score;
step(int xx=0,int yy=0,bool nw=true){
x=xx;
y=yy;
nowWhite=nw;
}
};
struct pattern{
std::vector<QString> whitePattern;
std::vector<QString> blackPattern;
int id;
int whiteScore;
int blackScore;
void clear(){
whitePattern.clear();
blackPattern.clear();
}
};
namespace Ui {
class MainWindow;
}
class MainWindow;
class AI:public QObject{
Q_OBJECT
public:
AI();
AI(MainWindow *p):parentWindow(p){}
int count;
private:
MainWindow* parentWindow;
public slots:
void getAINextStep();
public:
int getChessScore(int chess[15][15],int leftEdge=0,int rightEdge=14,int upEdge=0,int downEdge=14);
int getLineScore(QString,int whitePatternNum[10],int blackPatternNum[15]);
std::vector<step> getPossibleSteps(int chess[15][15],bool white,int leftEdge=0,int rightEdge=14,int upEdge=0,int downEdge=14);
int alpha_beta(int chess[15][15], int depth, int alpha, int beta);
bool calculateScore(std::vector<step>& possibleSteps,int chess[15][15]);
void deleteUselessStep(std::vector<step>& possibleSteps,int chess[15][15]);
bool reserveKillStep(std::vector<step>& possibleSteps,int chess[15][15]);
signals:
void stepReady();
};
class MainWindow : public QMainWindow
{
Q_OBJECT
friend class AI;
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
void paintEvent(QPaintEvent *e);
void mousePressEvent(QMouseEvent *e);
void keyPressEvent(QKeyEvent *e);
public slots:
void handleAIStep();
signals:
void AIShouldMove();
private:
QThread AIThread;
bool gameOver;
int searchDepth;//搜索深度,应当是偶数
int killStepSearchDepth;
int stepAlreadyMade;//已经走的步数
Ui::MainWindow *ui;
const int gap=20;
constexpr static int boxNum=14;
const int boxWidth=gap*boxNum;
const int startX=30;
const int startY=30;
bool nowWhite;//记录当前是否是白子 白色=1 黑色=2
int gomoku[boxNum+1][boxNum+1];
int gomokuForPaint[boxNum+1][boxNum+1];
bool judge(int x,int y,bool nowWhite);
bool judge(int chess[15][15],int x, int y, bool nowWhite);
int steps;//用于设定搜索范围的步数
int AINextX;
int AINextY;
bool AIIsThinking;
std::vector<pattern> patterns;//储存算分的模式
std::vector<pattern> lightPatterns;//排序走法用的模式
int zobristHash;
std::unordered_map<int,int> scoreCache;
bool debug;
int basicScore[15][15]={
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0 },
{ 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0 },
{ 0, 1, 2, 3, 4, 4, 4, 4, 4, 4, 4, 3, 2, 1, 0 },
{ 0, 1, 2, 3, 4, 5, 5, 5, 5, 5, 4, 3, 2, 1, 0 },
{ 0, 1, 2, 3, 4, 5, 6, 6, 6, 5, 4, 3, 2, 1, 0 },
{ 0, 1, 2, 3, 4, 5, 6, 7, 6, 5, 4, 3, 2, 1, 0 },
{ 0, 1, 2, 3, 4, 5, 6, 6, 6, 5, 4, 3, 2, 1, 0 },
{ 0, 1, 2, 3, 4, 5, 5, 5, 5, 5, 4, 3, 2, 1, 0 },
{ 0, 1, 2, 3, 4, 4, 4, 4, 4, 4, 4, 3, 2, 1, 0 },
{ 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0 },
{ 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } };
int zobristWhite[15][15];
int zobristBlack[15][15];
int XStack[250];//从1开始算
int YStack[250];//从1开始算
void initPattern();//初始化算分模式
public slots:
void restartGame();
void regret();
};
#endif // MAINWINDOW_H