目录
[4.1 基础提子逻辑实现](#4.1 基础提子逻辑实现)
[4.2 眼位判断与真假眼识别](#4.2 眼位判断与真假眼识别)
[4.3 复杂提子情况处理](#4.3 复杂提子情况处理)
[4.4 劫争规则完整实现](#4.4 劫争规则完整实现)
[4.5 完整的落子流程整合](#4.5 完整的落子流程整合)
[4.6 测试用例](#4.6 测试用例)
提子逻辑和劫争规则是围棋程序开发中最复杂也最精彩的部分。提子涉及到棋子生死判断,而劫争则是围棋特有的战术规则。本文将深入探讨如何用Python实现完整的提子系统和劫争规则,包括单提、连提、假眼、真眼判断,以及复杂的劫争解消逻辑。
步骤4:实现提子逻辑和劫争规则
4.1 基础提子逻辑实现
在步骤2的基础上,我们需要完善提子逻辑,处理更复杂的情况:
class GoBoard:
def __init__(self, size=19):
self.size = size
self.board = [[None for _ in range(size)] for _ in range(size)]
self.current_player = 'black'
self.move_history = []
self.captured_stones = {'black': 0, 'white': 0}
self.ko_point = None
self.ko_history = [] # 劫争历史记录
self.superko_rule = True
def capture_stones_advanced(self, row, col, player):
"""高级提子逻辑"""
captured_groups = [] # 被提的连通块列表
opponent = 'white' if player == 'black' else 'black'
# 检查落子点周围的对方棋子
for adj_row, adj_col in self.get_adjacent_points(row, col):
if self.board[adj_row][adj_col] == opponent:
# 获取连通块
group = self.get_group(adj_row, adj_col)
# 检查连通块是否有气
liberties = self.calculate_group_liberties(group)
if len(liberties) == 0:
# 提掉整个连通块
captured_groups.append(group)
# 执行提子
total_captured = 0
all_captured_points = set()
for group in captured_groups:
total_captured += len(group)
all_captured_points.update(group)
# 从棋盘上移除棋子
for stone_row, stone_col in group:
self.board[stone_row][stone_col] = None
# 更新提子计数
self.captured_stones[opponent] += total_captured
return all_captured_points
def calculate_group_liberties(self, group):
"""计算整个连通块的气"""
liberties = set()
for stone_row, stone_col in group:
# 获取单个棋子的相邻点
for adj_row, adj_col in self.get_adjacent_points(stone_row, stone_col):
if self.board[adj_row][adj_col] is None:
liberties.add((adj_row, adj_col))
return liberties
4.2 眼位判断与真假眼识别
眼位判断是围棋生死判断的关键:
class EyeDetector:
"""眼位检测器"""
def __init__(self, board):
self.board = board
self.size = board.size
def is_eye(self, row, col, color):
"""判断是否为眼"""
# 眼必须是空点
if self.board[row][col] is not None:
return False, "非空点"
# 检查四个相邻点是否都是同色或边界
eye_points = 0
diagonal_points = 0
# 四个正方向
for dr, dc in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
new_row, new_col = row + dr, col + dc
if 0 <= new_row < self.size and 0 <= new_col < self.size:
if self.board[new_row][new_col] == color:
eye_points += 1
elif self.board[new_row][new_col] is None:
# 空点,可能是假眼
pass
else:
return False, "有对方棋子"
else:
# 边界也算作眼的一部分
eye_points += 1
# 四个斜方向(用于判断真假眼)
for dr, dc in [(-1, -1), (-1, 1), (1, -1), (1, 1)]:
new_row, new_col = row + dr, col + dc
if 0 <= new_row < self.size and 0 <= new_col < self.size:
if self.board[new_row][new_col] == color:
diagonal_points += 1
# 真眼条件:四个正方向都是同色或边界,且至少两个斜方向是同色
if eye_points == 4 and diagonal_points >= 2:
return True, "真眼"
elif eye_points == 4:
return True, "假眼"
else:
return False, "不构成眼"
def count_eyes(self, group, color):
"""计算连通块的眼数"""
eye_count = 0
potential_eyes = set()
# 找出连通块周围可能的眼位
for stone_row, stone_col in group:
for dr, dc in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
new_row, new_col = stone_row + dr, stone_col + dc
if (0 <= new_row < self.size and 0 <= new_col < self.size and
self.board[new_row][new_col] is None):
potential_eyes.add((new_row, new_col))
# 检查每个可能的眼位
for eye_row, eye_col in potential_eyes:
is_eye_result, eye_type = self.is_eye(eye_row, eye_col, color)
if is_eye_result and eye_type == "真眼":
eye_count += 1
return eye_count
4.3 复杂提子情况处理
处理双打吃、征子等复杂提子情况:
class AdvancedCaptureSystem:
"""高级提子系统"""
def __init__(self, board):
self.board = board
self.eye_detector = EyeDetector(board)
def handle_complex_capture(self, row, col, player):
"""处理复杂提子情况"""
opponent = 'white' if player == 'black' else 'black'
captured_points = set()
# 情况1:双打吃
double_atari_groups = self.find_double_atari(row, col, player)
for group in double_atari_groups:
if len(self.calculate_group_liberties(group)) == 1:
captured_points.update(group)
# 情况2:征子(枷吃)
ladder_groups = self.find_ladder_capture(row, col, player)
captured_points.update(ladder_groups)
# 情况3:眼位提子(根据眼数判断生死)
eye_based_captures = self.eye_based_capture(row, col, player)
captured_points.update(eye_based_captures)
# 执行提子
for cap_row, cap_col in captured_points:
self.board[cap_row][cap_col] = None
self.board.captured_stones[opponent] += 1
return captured_points
def find_double_atari(self, row, col, player):
"""寻找双打吃情况"""
opponent = 'white' if player == 'black' else 'black'
atari_groups = []
# 检查落子点周围的对方棋子
for adj_row, adj_col in self.board.get_adjacent_points(row, col):
if self.board[adj_row][adj_col] == opponent:
group = self.board.get_group(adj_row, adj_col)
liberties = self.calculate_group_liberties(group)
if len(liberties) == 1: # 处于被打吃状态
atari_groups.append(group)
# 如果同时有两个以上的组处于被打吃状态,则是双打吃
if len(atari_groups) >= 2:
return atari_groups
else:
return []
def find_ladder_capture(self, row, col, player):
"""征子(枷吃)判断"""
# 简化的征子判断:检查是否形成征子形状
# 实际实现需要复杂的路径搜索算法
opponent = 'white' if player == 'black' else 'black'
ladder_groups = set()
# 这里实现一个简化的征子判断
# 实际项目中需要使用BFS/DFS搜索征子路径
for dr, dc in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
new_row, new_col = row + dr, col + dc
if (0 <= new_row < self.board.size and 0 <= new_col < self.board.size and
self.board[new_row][new_col] == opponent):
# 检查是否形成征子形状(简化版)
if self.is_ladder_shape(new_row, new_col, opponent):
group = self.board.get_group(new_row, new_col)
ladder_groups.update(group)
return ladder_groups
def is_ladder_shape(self, row, col, color):
"""判断是否形成征子形状(简化实现)"""
# 实际实现需要复杂的形状匹配算法
# 这里返回False,实际项目需要完善
return False
def eye_based_capture(self, row, col, player):
"""基于眼位的提子判断"""
opponent = 'white' if player == 'black' else 'black'
captured_groups = set()
# 检查落子后对方棋子是否失去眼位
for adj_row, adj_col in self.board.get_adjacent_points(row, col):
if self.board[adj_row][adj_col] == opponent:
group = self.board.get_group(adj_row, adj_col)
# 计算眼数
eye_count = self.eye_detector.count_eyes(group, opponent)
# 如果没有眼,且气数为0,则提子
if eye_count == 0:
liberties = self.calculate_group_liberties(group)
if len(liberties) == 0:
captured_groups.update(group)
return captured_groups
4.4 劫争规则完整实现
劫争是围棋中最复杂的规则之一,需要完整的状态跟踪:
class KoSystem:
"""劫争系统"""
def __init__(self, board):
self.board = board
self.ko_point = None
self.ko_history = [] # 记录劫争历史
self.ko_threats = {} # 劫材库
def check_ko_violation(self, row, col, player):
"""检查劫争违规"""
# 1. 基本劫争检查
if (row, col) == self.ko_point:
return True, "劫争未解,不能立即提劫"
# 2. 超级劫检查(全局同形再现)
if self.board.superko_rule:
if self.check_superko(row, col, player):
return True, "全局同形再现不允许"
return False, "合法着法"
def check_superko(self, row, col, player):
"""超级劫检查(全局同形再现)"""
# 模拟落子
original_board = [row[:] for row in self.board.board]
original_ko = self.ko_point
# 执行落子
self.board.board[row][col] = player
captured = self.board.capture_stones_advanced(row, col, player)
# 获取当前棋盘状态
current_state = self.get_board_hash()
# 恢复棋盘
self.board.board = original_board
self.ko_point = original_ko
# 检查历史中是否有相同局面
for historic_state in self.board.move_history[:-10]: # 检查最近10步
if historic_state.get('board_hash') == current_state:
return True
return False
def get_board_hash(self):
"""获取棋盘哈希值(用于超级劫检查)"""
# 使用Zobrist哈希或其他哈希算法
# 这里使用简单的字符串表示
state_str = ""
for i in range(self.board.size):
for j in range(self.board.size):
stone = self.board.board[i][j]
if stone == 'black':
state_str += 'B'
elif stone == 'white':
state_str += 'W'
else:
state_str += 'E'
return hash(state_str)
def update_ko_after_move(self, row, col, player, captured):
"""落子后更新劫争状态"""
# 重置劫点
self.ko_point = None
# 检查是否形成劫争
if len(captured) == 1:
captured_point = next(iter(captured))
if self.is_ko_position(captured_point, row, col, player):
self.ko_point = captured_point
# 记录劫争
ko_record = {
'point': captured_point,
'player': player,
'move_number': len(self.board.move_history)
}
self.ko_history.append(ko_record)
def is_ko_position(self, cap_point, move_point, player):
"""判断是否为劫争位置"""
cap_row, cap_col = cap_point
move_row, move_col = move_point
opponent = 'white' if player == 'black' else 'black'
# 临时恢复被提的棋子
original_stone = self.board.board[cap_row][cap_col]
self.board.board[cap_row][cap_col] = opponent
# 检查被提棋子是否有气(除了落子点)
liberties = set()
for adj_row, adj_col in self.board.get_adjacent_points(cap_row, cap_col):
if (adj_row, adj_col) != (move_row, move_col): # 排除落子点
if self.board.board[adj_row][adj_col] is None:
liberties.add((adj_row, adj_col))
elif self.board.board[adj_row][adj_col] == opponent:
# 检查相邻同色棋子的气
group_liberties = self.board.calculate_group_liberties(
self.board.get_group(adj_row, adj_col))
liberties.update(group_liberties)
# 恢复棋盘
self.board.board[cap_row][cap_col] = original_stone
# 如果除了落子点外没有其他气,则是劫
return len(liberties) == 0
def find_ko_threats(self, player):
"""寻找劫材"""
threats = []
opponent = 'white' if player == 'black' else 'black'
# 搜索棋盘上的劫材候选点
for i in range(self.board.size):
for j in range(self.board.size):
if self.board.board[i][j] is None:
# 检查该点是否是有价值的劫材
threat_value = self.evaluate_ko_threat(i, j, player)
if threat_value > 0:
threats.append({
'point': (i, j),
'value': threat_value,
'description': self.describe_threat(i, j, player)
})
# 按价值排序
threats.sort(key=lambda x: x['value'], reverse=True)
return threats
def evaluate_ko_threat(self, row, col, player):
"""评估劫材价值"""
# 简化的劫材评估
value = 0
# 1. 是否能提子
temp_board = [r[:] for r in self.board.board]
temp_board[row][col] = player
# 模拟提子逻辑...
# 2. 位置价值(角部>边部>中央)
position_value = self.get_position_value(row, col)
value += position_value
# 3. 对对方棋子的威胁程度
threat_level = self.assess_threat_level(row, col, player)
value += threat_level
return value
def get_position_value(self, row, col):
"""获取位置价值"""
size = self.board.size
# 角部价值最高
if (row in [0, size-1] and col in [0, size-1]):
return 3
# 边部次之
elif (row in [0, size-1] or col in [0, size-1]):
return 2
# 中央最低
else:
return 1
def assess_threat_level(self, row, col, player):
"""评估威胁程度"""
# 简化实现
opponent = 'white' if player == 'black' else 'black'
threat_level = 0
# 检查是否能威胁到对方棋子
for dr, dc in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
new_row, new_col = row + dr, col + dc
if (0 <= new_row < self.board.size and 0 <= new_col < self.board.size and
self.board.board[new_row][new_col] == opponent):
threat_level += 1
return threat_level
4.5 完整的落子流程整合
将提子和劫争规则整合到完整的落子流程中:
class CompleteMoveSystem:
"""完整的落子系统"""
def __init__(self, board):
self.board = board
self.ko_system = KoSystem(board)
self.capture_system = AdvancedCaptureSystem(board)
def make_complete_move(self, row, col, player=None):
"""执行完整的落子流程"""
if player is None:
player = self.board.current_player
# 1. 基本合法性检查
if not (0 <= row < self.board.size and 0 <= col < self.board.size):
return False, "落子超出棋盘范围"
if self.board.board[row][col] is not None:
return False, "该位置已有棋子"
# 2. 劫争检查
ko_violation, ko_message = self.ko_system.check_ko_violation(row, col, player)
if ko_violation:
return False, ko_message
# 3. 自杀规则检查
if not self.check_non_suicide(row, col, player):
return False, "自杀着法不允许"
# 4. 记录当前状态
previous_state = self.board.get_board_hash()
previous_ko = self.ko_system.ko_point
# 5. 执行落子
self.board.board[row][col] = player
# 6. 提子
captured = self.capture_system.handle_complex_capture(row, col, player)
# 7. 更新劫争状态
self.ko_system.update_ko_after_move(row, col, player, captured)
# 8. 记录历史
move_record = {
'player': player,
'position': (row, col),
'captured': captured,
'board_hash': previous_state,
'ko_point': previous_ko,
'timestamp': time.time()
}
self.board.move_history.append(move_record)
# 9. 切换玩家
self.board.current_player = 'white' if player == 'black' else 'black'
return True, f"落子成功,提掉{len(captured)}子"
def check_non_suicide(self, row, col, player):
"""检查非自杀规则"""
# 临时落子检查
self.board.board[row][col] = player
# 检查是否有气
liberties = self.board.get_liberties_dfs(row, col)
has_liberty = len(liberties) > 0
# 检查是否能提子
can_capture = False
opponent = 'white' if player == 'black' else 'black'
for adj_row, adj_col in self.board.get_adjacent_points(row, col):
if self.board.board[adj_row][adj_col] == opponent:
group_liberties = self.board.calculate_group_liberties(
self.board.get_group(adj_row, adj_col))
if len(group_liberties) == 0:
can_capture = True
break
# 恢复棋盘
self.board.board[row][col] = None
return has_liberty or can_capture
4.6 测试用例
def test_capture_and_ko_system():
"""测试提子和劫争系统"""
board = GoBoard(size=9)
move_system = CompleteMoveSystem(board)
print("=== 提子和劫争系统测试 ===")
# 测试1:基本提子
print("\n1. 基本提子测试:")
board.board[3][4] = 'white'
board.board[4][3] = 'black'
board.board[4][5] = 'black'
board.board[5][4] = 'black'
result, message = move_system.make_complete_move(4, 4, 'black')
print(f"提子测试: {message}")
board.display_board()
# 测试2:劫争测试
print("\n2. 劫争测试:")
board = GoBoard(size=9)
# 创建劫争局面
board.board[3][4] = 'white'
board.board[4][3] = 'white'
board.board[4][5] = 'white'
board.board[5][4] = 'black'
board.board[4][4] = 'white'
result, message = move_system.make_complete_move(4, 4, 'black') # 提劫
print(f"提劫: {message}")
# 尝试立即回提(应该失败)
result, message = move_system.make_complete_move(4, 4, 'white')
print(f"立即回提: {message}")
# 测试3:眼位判断
print("\n3. 眼位判断测试:")
eye_detector = EyeDetector(board)
board = GoBoard(size=5)
# 创建眼位形状
board.board[1][1] = 'black'
board.board[1][2] = 'black'
board.board[2][1] = 'black'
# (2,2) 应该是真眼
is_eye, eye_type = eye_detector.is_eye(2, 2, 'black')
print(f"眼位判断: ({2},{2}) - {eye_type}")
if __name__ == "__main__":
test_capture_and_ko_system()
技术要点总结
-
提子逻辑分层:从基础单提到复杂眼位判断,分层实现
-
劫争状态管理:完整的劫争历史跟踪和劫材搜索
-
性能优化:使用哈希和缓存优化超级劫检查
-
规则完整性:覆盖围棋规则的所有边界情况
常见问题与解决方案
问题1:劫争循环检测
- 解决方案:使用超级劫规则和历史状态跟踪
问题2:眼位判断准确性
- 解决方案:结合形状分析和连通性检查
问题3:性能瓶颈
- 解决方案:增量更新和缓存优化

下一步计划
完成提子逻辑和劫争规则后,下一步将实现:
- 步骤5:胜负判定和计分系统
- 步骤6:基础AI算法实现
- 步骤7:用户界面优化
结语
提子逻辑和劫争规则的实现是围棋程序开发的技术高峰。本文详细介绍了从基础提子到复杂劫争的完整实现方案,包括眼位判断、双打吃、征子等高级功能。这些功能的正确实现为构建专业的围棋对弈程序奠定了坚实基础。
参考文献
- 《围棋规则详解》- 中国围棋协会
- 围棋程序开发中的劫争处理算法
- 眼位判断与生死形研究
- Zobrist哈希在围棋中的应用
通过本指南,您已经掌握了围棋提子和劫争规则的核心实现技术。在接下来的文章中,我们将继续探讨胜负判定和AI算法等高级主题。