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@@ -1,14 +1,16 @@
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#include "gobang.h"
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#include "game_mode.h"
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#include "ai.h"
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#include <stdio.h>
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#include <sys/stat.h>
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#include <time.h>
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// 全局变量定义
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int BOARD_SIZE = 15; // 实际使用的棋盘尺寸(默认15)
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int board[MAX_BOARD_SIZE][MAX_BOARD_SIZE] = {0}; // 棋盘状态存储数组(默认棋盘全空为0)
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const int direction[4][2] = {{1, 0}, {0, 1}, {1, 1}, {1, -1}}; // 四个方向:向下、向右、右下、左下
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int BOARD_SIZE = 15; // 实际使用的棋盘尺寸(默认15)
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int board[MAX_BOARD_SIZE][MAX_BOARD_SIZE] = {0}; // 棋盘状态存储数组(默认棋盘全空为0)
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Step steps[MAX_STEPS]; // 存储所有落子步骤的数组
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const int direction[4][2] = {{1, 0}, {0, 1}, {1, 1}, {1, -1}}; // 四个方向:向下、向右、右下、左下
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int step_count = 0; // 当前步数计数器
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bool use_forbidden_moves = false; // 默认不启用禁手规则
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int use_timer = 0; // 默认不启用计时器
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@@ -144,7 +146,7 @@ bool is_forbidden_move(int x, int y, int player)
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{
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return false;
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}
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if (player != PLAYER && player != PLAYER3)
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if (player != PLAYER && player != PLAYER1)
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{
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return false;
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}
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@@ -269,306 +271,6 @@ bool check_win(int x, int y, int player)
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return false; // 四个方向都没有五连珠
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}
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/**
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* @brief 评估特定位置对当前玩家的战略价值
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* @param x 行坐标(0-base)
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* @param y 列坐标(0-base)
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* @param player 玩家标识(PLAYER/AI)
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* @return int 综合评估分数(越高表示位置越好)
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* @note 评分标准:
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* - 活四:100000 冲四:10000 死四:500
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* - 活三:5000 眠三:1000 死三:50
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* - 活二:500 眠二:100 死二:10
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* - 单子:50(开放)/10(半开放)/1(封闭)
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* - 中心位置有额外加成
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*/
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int evaluate_pos(int x, int y, int player)
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{
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// 保存原始值用于还原
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int original = board[x][y];
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// 模拟在该位置落子
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board[x][y] = player;
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int total_score = 0; // 总分
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int line_scores[4] = {0}; // 四个方向的得分
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// 遍历四个方向进行评估
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for (int i = 0; i < 4; i++)
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{
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int dx = direction[i][0], dy = direction[i][1];
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// 获取当前方向上的棋型信息
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DirInfo info = count_specific_direction(x, y, dx, dy, player);
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// 直接形成五连珠为必胜
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if (info.continuous_chess >= 5)
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{
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board[x][y] = original; // 还原棋盘
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return 1000000; // 返回最大分
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}
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// 根据连续棋子数评分
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switch (info.continuous_chess)
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{
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case 4: // 四连珠
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if (info.check_start && info.check_end) // 活四(两端开放)
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line_scores[i] = 100000;
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else if (info.check_start || info.check_end) // 冲四(一端开放)
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line_scores[i] = 10000;
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else // 死四(两端封闭)
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line_scores[i] = 500;
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break;
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case 3: // 三连珠
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if (info.check_start && info.check_end) // 活三
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line_scores[i] = 5000;
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else if (info.check_start || info.check_end) // 眠三
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line_scores[i] = 1000;
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else // 死三
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line_scores[i] = 50;
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break;
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case 2: // 二连珠
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if (info.check_start && info.check_end) // 活二
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line_scores[i] = 500;
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else if (info.check_start || info.check_end) // 眠二
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line_scores[i] = 100;
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else // 死二
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line_scores[i] = 10;
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break;
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case 1: // 单子
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if (info.check_start && info.check_end) // 开放位置
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line_scores[i] = 50;
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else if (info.check_start || info.check_end) // 半开放位置
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line_scores[i] = 10;
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else // 封闭位置
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line_scores[i] = 1;
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break;
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}
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}
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// 计算总分(最高方向分+其他方向分加权)
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int max_score = 0;
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int sum_score = 0;
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for (int i = 0; i < 4; i++)
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{
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if (line_scores[i] > max_score)
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max_score = line_scores[i];
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sum_score += line_scores[i];
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}
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total_score = max_score * 10 + sum_score; // 主方向权重更高
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// 位置奖励:越靠近中心分数越高
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int center_x = BOARD_SIZE / 2;
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int center_y = BOARD_SIZE / 2;
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int distance = abs(x - center_x) + abs(y - center_y); // 曼哈顿距离
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int position_bonus = 50 * (BOARD_SIZE - distance); // 距离中心越近奖励越高
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board[x][y] = original; // 还原棋盘状态
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return total_score + position_bonus; // 返回总评估分
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}
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/**
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* @brief 带α-β剪枝的深度优先搜索(极小极大算法实现)
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* @param x 当前行坐标
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* @param y 当前列坐标
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* @param player 当前玩家
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* @param depth 剩余搜索深度
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* @param alpha α值(当前最大值)
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* @param beta β值(当前最小值)
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* @param is_maximizing 是否为极大化玩家(AI)
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* @return int 最佳评估分数
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* @note 算法流程:
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* 1. 检查是否获胜或达到搜索深度
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* 2. 遍历所有可能落子位置
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* 3. 递归评估每个位置的分数
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* 4. 根据is_maximizing选择最大/最小值
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* 5. 使用α-β剪枝优化搜索过程
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*/
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int dfs(int x, int y, int player, int depth, int alpha, int beta, bool is_maximizing)
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{
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// 检查当前落子是否获胜
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if (check_win(x, y, player))
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{
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return (player == AI) ? 1000000 + depth : -1000000 - depth;
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}
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// 达到搜索深度或平局
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if (depth == 0 || step_count >= BOARD_SIZE * BOARD_SIZE)
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{
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return evaluate_pos(x, y, AI) - evaluate_pos(x, y, PLAYER);
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}
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int best_score = is_maximizing ? -1000000 : 1000000;
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// 遍历所有可能落子位置
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for (int i = 0; i < BOARD_SIZE; i++)
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{
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for (int j = 0; j < BOARD_SIZE; j++)
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{
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if (board[i][j] != EMPTY)
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continue;
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// 模拟当前玩家落子
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board[i][j] = player;
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step_count++;
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// 递归搜索(切换玩家和搜索深度)
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int current_score = dfs(i, j, (player == AI) ? PLAYER : AI, depth - 1, alpha, beta, !is_maximizing);
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// 撤销落子
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board[i][j] = EMPTY;
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step_count--;
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// 极大值玩家(AI)逻辑
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if (is_maximizing)
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{
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best_score = (current_score > best_score) ? current_score : best_score;
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alpha = (best_score > alpha) ? best_score : alpha;
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// α剪枝
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if (beta <= alpha)
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{
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break;
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}
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}
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// 极小值玩家(人类)逻辑
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else
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{
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best_score = (current_score < best_score) ? current_score : best_score;
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beta = (best_score < beta) ? best_score : beta;
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// β剪枝
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if (beta <= alpha)
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{
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break;
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}
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}
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}
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if ((is_maximizing && best_score >= beta) || (!is_maximizing && best_score <= alpha))
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{
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break; // 提前退出外层循环
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}
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}
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return best_score;
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}
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/**
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* @brief AI决策主函数,使用评估函数和搜索算法选择最佳落子位置
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* @note 采用两阶段决策逻辑:
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* 1. 防御阶段:检查并阻止玩家即将获胜的位置(活四、冲四、活三)
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* 2. 进攻阶段:若无紧急防御需求,使用DFS评估选择最佳进攻位置
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* @note 实现细节:
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* - 优先处理玩家活四、冲四等危险局面
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* - 步数>10时缩小搜索范围到已有棋子附近2格
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* - 使用中心位置优先策略
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*/
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void ai_move(int depth)
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{
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// 1. 首先检查是否需要阻止玩家的四子连棋或三子活棋
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for (int i = 0; i < BOARD_SIZE; i++)
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{
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for (int j = 0; j < BOARD_SIZE; j++)
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{
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if (board[i][j] != EMPTY)
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continue;
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// 模拟玩家在此位置落子
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board[i][j] = PLAYER;
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bool need_block = false;
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// 检查四个方向
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for (int k = 0; k < 4; k++)
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{
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DirInfo info = count_specific_direction(i, j, direction[k][0], direction[k][1], PLAYER);
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// 如果玩家能形成四子连棋且至少一端开放
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if (info.continuous_chess >= 4 && (info.check_start || info.check_end))
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{
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need_block = true;
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break;
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}
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// 如果玩家能形成三子活棋且两端开放
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if (info.continuous_chess == 3 && info.check_start && info.check_end)
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{
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need_block = true;
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break;
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}
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}
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board[i][j] = EMPTY; // 恢复棋盘
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if (need_block)
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{
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// 必须在此位置落子阻止
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board[i][j] = AI;
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steps[step_count++] = (Step){AI, i, j};
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printf("AI落子(%d, %d)\n", i + 1, j + 1);
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return;
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}
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}
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}
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// 2. 如果没有需要立即阻止的情况,则正常评估
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int best_score = -1000000;
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int best_x = -1, best_y = -1;
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// 遍历棋盘所有空位
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for (int i = 0; i < BOARD_SIZE; i++)
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{
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for (int j = 0; j < BOARD_SIZE; j++)
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{
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if (board[i][j] != EMPTY)
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continue;
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// 只考虑已有棋子附近(2格范围内)
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bool has_nearby_stone = false;
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for (int di = -2; di <= 2; di++)
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{
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for (int dj = -2; dj <= 2; dj++)
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{
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int ni = i + di;
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int nj = j + dj;
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if (ni >= 0 && ni < BOARD_SIZE &&
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nj >= 0 && nj < BOARD_SIZE)
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{
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if (board[ni][nj] != EMPTY)
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{
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has_nearby_stone = true;
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break;
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}
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}
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}
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if (has_nearby_stone)
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break;
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}
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if (!has_nearby_stone && step_count > 10)
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continue;
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// 模拟AI落子
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board[i][j] = AI;
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int current_score = dfs(i, j, PLAYER, depth, -1000000, 1000000, false);
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board[i][j] = EMPTY;
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// 更新最佳位置
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if (current_score > best_score)
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{
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best_score = current_score;
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best_x = i;
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best_y = j;
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}
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}
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}
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// 执行最佳落子
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if (best_x != -1 && best_y != -1)
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{
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board[best_x][best_y] = AI;
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steps[step_count++] = (Step){AI, best_x, best_y};
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printf("AI落子(%d, %d)\n", best_x + 1, best_y + 1);
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}
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}
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/**
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* @brief 复盘游戏全过程并展示评分
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* @note 实现流程:
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@@ -611,7 +313,7 @@ void review_process(int game_mode)
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// 打印当前步骤信息
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// 根据游戏模式显示不同的标题和玩家信息
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if (game_mode == 1)
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{
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{
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// 人机对战
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printf("\n===== 五子棋人机对战(%dX%d棋盘) =====", BOARD_SIZE, BOARD_SIZE);
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printf("\n 第%d步/%d步: %s 落子于(%d, %d)\n",
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@@ -620,12 +322,12 @@ void review_process(int game_mode)
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s.x + 1, s.y + 1);
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}
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else
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{
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{
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// 双人对战
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printf("\n===== 五子棋双人对战(%dX%d棋盘) =====", BOARD_SIZE, BOARD_SIZE);
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printf("\n 第%d步/%d步: %s 落子于(%d, %d)\n",
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i + 1, step_count,
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(s.player == PLAYER3) ? "玩家1(黑棋)" : "玩家2(白棋)",
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(s.player == PLAYER1) ? "玩家1(黑棋)" : "玩家2(白棋)",
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s.x + 1, s.y + 1);
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}
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@@ -640,9 +342,9 @@ void review_process(int game_mode)
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printf("%2d ", row + 1); // 行号
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for (int col = 0; col < BOARD_SIZE; col++)
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{
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if (temp_board[row][col] == PLAYER || temp_board[row][col] == PLAYER3)
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if (temp_board[row][col] == PLAYER || temp_board[row][col] == PLAYER1)
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printf("x ");
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else if (temp_board[row][col] == AI || temp_board[row][col] == PLAYER4)
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else if (temp_board[row][col] == AI || temp_board[row][col] == PLAYER2)
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printf("○ ");
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else
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printf("· ");
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@@ -668,10 +370,10 @@ void review_process(int game_mode)
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// 遍历所有步数,累积每一步的得分
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for (int i = 0; i < step_count; i++)
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||||
{
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if (steps[i].player == PLAYER || steps[i].player == PLAYER3)
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if (steps[i].player == PLAYER || steps[i].player == PLAYER1)
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{
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player1_score += calculate_step_score(steps[i].x, steps[i].y, steps[i].player);
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}
|
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}
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else
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{
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player2_score += calculate_step_score(steps[i].x, steps[i].y, steps[i].player);
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@@ -688,7 +390,7 @@ void review_process(int game_mode)
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player1_score, (double)player1_score * 100.0 / sum_score);
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printf("AI得分: %d, 占比: %.2f%%\n",
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player2_score, (double)player2_score * 100.0 / sum_score);
|
||||
}
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||||
}
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||||
else
|
||||
{
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||||
printf("玩家1(黑棋)得分: %d, 占比: %.2f%%\n",
|
||||
@@ -703,7 +405,7 @@ void review_process(int game_mode)
|
||||
{
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||||
printf("玩家得分: %d\n", player1_score);
|
||||
printf("AI得分: %d\n", player2_score);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("玩家1(黑棋)得分: %d\n", player1_score);
|
||||
@@ -752,7 +454,7 @@ void handle_save_record(int game_mode)
|
||||
{
|
||||
case 0: // 成功
|
||||
printf("\n游戏记录已成功保存至: %s\n", filename);
|
||||
printf("您可以使用以下命令进行复盘: .\\五子棋.exe -l %s\n", filename);
|
||||
printf("您可以使用以下命令进行复盘: .\\gobang.exe -l %s\n", filename);
|
||||
break;
|
||||
case 1: // 目录创建失败
|
||||
printf("\n游戏记录保存失败: 无法创建 'records' 目录。\n");
|
||||
@@ -775,7 +477,7 @@ void handle_save_record(int game_mode)
|
||||
|
||||
/**
|
||||
* @brief 悔棋功能实现
|
||||
*
|
||||
*
|
||||
* @param steps_to_undo 要悔棋的步数
|
||||
* @return true 悔棋成功
|
||||
* @return false 悔棋失败(步数不足)
|
||||
@@ -789,14 +491,16 @@ bool return_move(int steps_to_undo)
|
||||
|
||||
for (int i = 0; i < steps_to_undo; i++)
|
||||
{
|
||||
step_count--;
|
||||
board[steps[step_count].x][steps[step_count].y] = EMPTY;
|
||||
if (step_count > 0)
|
||||
{
|
||||
step_count--;
|
||||
board[steps[step_count].x][steps[step_count].y] = EMPTY;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* @brief 评估玩家在整盘棋局中的表现
|
||||
* @param player 要评估的玩家(PLAYER/AI)
|
||||
|
||||
Reference in New Issue
Block a user