feat(core): AI Alpha-Beta 搜索 — Negamax + 剪枝 + 启发式排序

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-31 00:03:38 +08:00
parent 5230adacde
commit 556ee39a28
+189 -2
View File
@@ -1,2 +1,189 @@
//! AI 搜索模块 — 占位符, 待实现 Alpha-Beta 搜索
//! TODO: 在 Task 6 中实现完整搜索逻辑
use crate::ai::evaluate::evaluate_board;
use crate::ai::AiEngine;
use crate::board::Board;
use crate::types::{Color, Position};
/// Alpha-Beta AI 引擎
pub struct AlphaBetaAi {
depth: usize,
}
impl AlphaBetaAi {
pub fn new(depth: usize) -> Self {
Self { depth }
}
}
impl AiEngine for AlphaBetaAi {
fn best_move(&self, board: &Board, color: Color) -> Option<Position> {
let candidates = board.get_candidate_moves();
if candidates.is_empty() {
return None;
}
let mut best_pos = None;
let mut best_score = f64::NEG_INFINITY;
for &pos in &candidates {
if let Ok(new_board) = board.place(pos, color) {
if new_board.check_win(pos) {
return Some(pos);
}
let score = -self.negamax(
&new_board,
self.depth - 1,
f64::NEG_INFINITY,
f64::INFINITY,
color.opponent(),
);
if score > best_score {
best_score = score;
best_pos = Some(pos);
}
}
}
best_pos
}
}
impl AlphaBetaAi {
fn negamax(
&self,
board: &Board,
depth: usize,
mut alpha: f64,
beta: f64,
color: Color,
) -> f64 {
if depth == 0 {
return evaluate_board(board, color);
}
let candidates = board.get_candidate_moves();
if candidates.is_empty() {
return evaluate_board(board, color);
}
// 启发式排序:先评估每步棋,优先搜索高分走法
let mut scored: Vec<(Position, f64)> = candidates
.into_iter()
.filter_map(|pos| {
board.place(pos, color).ok().map(|b| {
if b.check_win(pos) {
(pos, f64::INFINITY)
} else {
let s = evaluate_board(&b, color);
(pos, s)
}
})
})
.collect();
scored.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Equal));
let mut max_val = f64::NEG_INFINITY;
for (pos, _) in scored {
if let Ok(new_board) = board.place(pos, color) {
if new_board.check_win(pos) {
return f64::INFINITY;
}
let val = -self.negamax(
&new_board,
depth - 1,
-beta,
-alpha,
color.opponent(),
);
if val > max_val {
max_val = val;
}
if val > alpha {
alpha = val;
}
if alpha >= beta {
break;
}
}
}
max_val
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::ai::AiEngine;
use crate::board::Board;
use crate::types::{Color, Position};
#[test]
fn test_ai_returns_center_on_empty_board() {
let board = Board::new(15);
let ai = AlphaBetaAi::new(1);
let mv = ai.best_move(&board, Color::Black);
assert!(mv.is_some());
let pos = mv.unwrap();
assert!(pos.x >= 6 && pos.x <= 8);
assert!(pos.y >= 6 && pos.y <= 8);
}
#[test]
fn test_ai_blocks_rush_four() {
// 白棋活三 (一端被己方黑棋堵住, 只有一端开放)
let board = Board::new(15);
let mut board = board;
board = board.place(Position::new(7, 1), Color::Black).unwrap();
board = board.place(Position::new(7, 2), Color::White).unwrap();
board = board.place(Position::new(7, 3), Color::White).unwrap();
board = board.place(Position::new(7, 4), Color::White).unwrap();
board = board.place(Position::new(7, 5), Color::White).unwrap();
let ai = AlphaBetaAi::new(3);
let mv = ai.best_move(&board, Color::Black).unwrap();
assert_eq!(
mv,
Position::new(7, 6),
"AI should block rush four at (7,6), got ({},{})",
mv.x,
mv.y
);
}
#[test]
fn test_ai_blocks_four_near_edge() {
// 白棋冲四 (靠边), 黑棋只需堵住开放端
let board = Board::new(15);
let mut board = board;
board = board.place(Position::new(7, 0), Color::White).unwrap();
board = board.place(Position::new(7, 1), Color::White).unwrap();
board = board.place(Position::new(7, 2), Color::White).unwrap();
board = board.place(Position::new(7, 3), Color::White).unwrap();
let ai = AlphaBetaAi::new(3);
let mv = ai.best_move(&board, Color::Black).unwrap();
assert_eq!(
mv,
Position::new(7, 4),
"AI should block four at (7,4), got ({},{})",
mv.x,
mv.y
);
}
#[test]
fn test_ai_takes_win() {
// 黑棋连四, (7,2) 和 (7,7) 都是胜着
let board = Board::new(15);
let mut board = board;
board = board.place(Position::new(7, 3), Color::Black).unwrap();
board = board.place(Position::new(7, 4), Color::Black).unwrap();
board = board.place(Position::new(7, 5), Color::Black).unwrap();
board = board.place(Position::new(7, 6), Color::Black).unwrap();
let ai = AlphaBetaAi::new(3);
let mv = ai.best_move(&board, Color::Black).unwrap();
assert!(
(mv.x == 7 && mv.y == 2) || (mv.x == 7 && mv.y == 7),
"AI should take winning move, got ({},{})",
mv.x,
mv.y
);
}
}