mirror of
https://github.com/LHY0125/Gobang-Game.git
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feat: 迭代加深 + TT + Killer + 开局库 + VCF/VCT 集成 AI 引擎
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
+173
-82
@@ -1,60 +1,171 @@
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use crate::ai::evaluate::evaluate_board;
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use crate::ai::killer::KillerTable;
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use crate::ai::opening::OpeningBook;
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use crate::ai::trans_table::{BoundType, TransTable};
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use crate::ai::vcf;
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use crate::ai::AiEngine;
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use crate::board::Board;
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use crate::rules;
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use crate::types::{Color, Position};
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use std::time::{Duration, Instant};
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const TIME_LIMITS: [u64; 5] = [1, 2, 3, 5, 8];
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/// Alpha-Beta AI 引擎
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#[derive(Clone)]
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pub struct AlphaBetaAi {
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depth: usize,
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difficulty: usize,
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}
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impl AlphaBetaAi {
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pub fn new(depth: usize) -> Self {
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Self { depth }
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pub fn new(difficulty: usize) -> Self {
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Self { difficulty }
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}
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fn time_limit(&self) -> Duration {
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let idx = self.difficulty.saturating_sub(1).min(4);
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Duration::from_secs(TIME_LIMITS[idx])
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}
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}
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impl AiEngine for AlphaBetaAi {
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fn best_move(&self, board: &Board, color: Color) -> Option<Position> {
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// 1. 开局库(前 7 手)
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if board.history().len() < 7 {
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let book = OpeningBook::new();
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if let Some(pos) = book.pick_random(board.hash()) {
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return Some(pos);
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}
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}
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// 2. VCF/VCT 浅搜索
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if let Some(pos) = vcf::vcf_search(board, color, 6) {
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return Some(pos);
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}
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if let Some(pos) = vcf::vct_search(board, color, 8) {
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return Some(pos);
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}
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// 3. 迭代加深 Alpha-Beta
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let candidates = board.get_candidate_moves();
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if candidates.is_empty() {
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return None;
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}
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let start = Instant::now();
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let time_limit = self.time_limit();
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let mut best_pos = candidates[0];
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let mut tt = TransTable::new();
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let mut killer = KillerTable::new();
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for depth in 1..=20u32 {
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if start.elapsed() >= time_limit {
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break;
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}
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let (pos, completed) = self.search_depth(
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board, color, depth, &mut tt, &mut killer, start, time_limit,
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);
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if let Some(p) = pos {
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best_pos = p;
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}
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if !completed {
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break;
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}
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}
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Some(best_pos)
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}
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}
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impl AlphaBetaAi {
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fn search_depth(
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&self, board: &Board, color: Color, depth: u32,
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tt: &mut TransTable, killer: &mut KillerTable,
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start: Instant, time_limit: Duration,
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) -> (Option<Position>, bool) {
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let candidates = board.get_candidate_moves();
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if candidates.is_empty() {
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return (None, true);
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}
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let mut best_pos = None;
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let mut best_score = f64::NEG_INFINITY;
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let mut alpha = f64::NEG_INFINITY;
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let beta = f64::INFINITY;
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let mut completed = true;
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for &pos in &candidates {
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// 禁手检查: 黑棋不能走禁手位置
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if rules::is_forbidden(board, pos, color) {
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continue;
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// 启发式排序: killer + 立即五连 + evaluate
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let killer_moves = killer.get(depth as usize);
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let mut scored: Vec<(Position, f64)> = candidates
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.iter()
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.filter(|&&p| !rules::is_forbidden(board, p, color))
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.filter_map(|&p| {
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board.place(p, color).ok().map(|b| {
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if b.check_win(p) { (p, f64::INFINITY) }
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else { (p, evaluate_board(&b, color)) }
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})
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})
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.collect();
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scored.sort_by(|a, b| {
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let a_k = killer_moves.contains(&Some(a.0));
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let b_k = killer_moves.contains(&Some(b.0));
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if a_k && !b_k { std::cmp::Ordering::Less }
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else if !a_k && b_k { std::cmp::Ordering::Greater }
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else { b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Equal) }
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});
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for (pos, _) in scored {
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if start.elapsed() >= time_limit {
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completed = false;
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break;
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}
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if let Ok(new_board) = board.place(pos, color) {
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if new_board.check_win(pos) {
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return Some(pos);
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return (Some(pos), true);
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}
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let score = -self.negamax(
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&new_board,
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self.depth - 1,
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f64::NEG_INFINITY,
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f64::INFINITY,
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color.opponent(),
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&new_board, depth - 1, -beta, -alpha, color.opponent(),
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tt, killer, start, time_limit,
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);
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if score > best_score {
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best_score = score;
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best_pos = Some(pos);
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}
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if score > alpha {
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alpha = score;
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}
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}
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}
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best_pos
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(best_pos, completed)
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}
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}
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impl AlphaBetaAi {
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fn negamax(&self, board: &Board, depth: usize, mut alpha: f64, beta: f64, color: Color) -> f64 {
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fn negamax(
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&self, board: &Board, depth: u32, mut alpha: f64, beta: f64, color: Color,
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tt: &mut TransTable, killer: &mut KillerTable,
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start: Instant, time_limit: Duration,
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) -> f64 {
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if start.elapsed() >= time_limit {
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return evaluate_board(board, color);
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}
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// 置换表
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let hash = board.hash();
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let alpha_orig = alpha;
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if let Some(entry) = tt.probe(hash, depth as u8) {
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match entry.bound {
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BoundType::Exact => return entry.score as f64,
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BoundType::LowerBound => alpha = alpha.max(entry.score as f64),
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BoundType::UpperBound =>
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if (entry.score as f64) <= alpha { return entry.score as f64; },
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}
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if alpha >= beta { return entry.score as f64; }
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}
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if depth == 0 {
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return evaluate_board(board, color);
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}
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@@ -64,41 +175,63 @@ impl AlphaBetaAi {
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return evaluate_board(board, color);
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}
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// 启发式排序:先评估每步棋,优先搜索高分走法 (跳过禁手)
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// 启发式排序
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let killer_moves = killer.get(depth as usize);
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let mut scored: Vec<(Position, f64)> = candidates
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.into_iter()
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.filter(|&pos| !rules::is_forbidden(board, pos, color))
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.filter_map(|pos| {
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board.place(pos, color).ok().map(|b| {
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if b.check_win(pos) {
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(pos, f64::INFINITY)
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} else {
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let s = evaluate_board(&b, color);
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(pos, s)
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}
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.filter(|&p| !rules::is_forbidden(board, p, color))
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.filter_map(|p| {
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board.place(p, color).ok().map(|b| {
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if b.check_win(p) { (p, f64::INFINITY) }
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else { (p, evaluate_board(&b, color)) }
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})
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})
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.collect();
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scored.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Equal));
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scored.sort_by(|a, b| {
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let a_k = killer_moves.contains(&Some(a.0));
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let b_k = killer_moves.contains(&Some(b.0));
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if a_k && !b_k { std::cmp::Ordering::Less }
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else if !a_k && b_k { std::cmp::Ordering::Greater }
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else { b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Equal) }
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});
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let mut max_val = f64::NEG_INFINITY;
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let mut best_move = None;
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for (pos, _) in scored {
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if start.elapsed() >= time_limit {
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break;
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}
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if let Ok(new_board) = board.place(pos, color) {
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if new_board.check_win(pos) {
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tt.store(hash, depth as u8, f64::INFINITY as i32, BoundType::Exact, Some(pos));
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return f64::INFINITY;
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}
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let val = -self.negamax(&new_board, depth - 1, -beta, -alpha, color.opponent());
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let val = -self.negamax(
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&new_board, depth - 1, -beta, -alpha, color.opponent(),
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tt, killer, start, time_limit,
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);
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if val > max_val {
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max_val = val;
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best_move = Some(pos);
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}
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if val > alpha {
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alpha = val;
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}
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if alpha >= beta {
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killer.record(depth as usize, pos);
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break;
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}
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}
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}
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let bound = if max_val <= alpha_orig { BoundType::UpperBound }
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else if max_val >= beta { BoundType::LowerBound }
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else { BoundType::Exact };
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tt.store(hash, depth as u8, max_val as i32, bound, best_move);
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max_val
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}
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}
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@@ -106,65 +239,25 @@ impl AlphaBetaAi {
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::ai::AiEngine;
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use crate::board::Board;
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use crate::types::{Color, Position};
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#[test]
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fn test_ai_returns_center_on_empty_board() {
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fn test_time_limits() {
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assert_eq!(AlphaBetaAi::new(1).time_limit(), Duration::from_secs(1));
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assert_eq!(AlphaBetaAi::new(5).time_limit(), Duration::from_secs(8));
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}
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#[test]
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fn test_ai_returns_move_on_empty_board() {
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let board = Board::new(15);
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let ai = AlphaBetaAi::new(1);
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let ai = AlphaBetaAi::new(3);
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let mv = ai.best_move(&board, Color::Black);
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assert!(mv.is_some());
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let pos = mv.unwrap();
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assert!(pos.x >= 6 && pos.x <= 8);
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assert!(pos.y >= 6 && pos.y <= 8);
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}
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#[test]
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fn test_ai_blocks_rush_four() {
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// 白棋活三 (一端被己方黑棋堵住, 只有一端开放)
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let board = Board::new(15);
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let mut board = board;
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board = board.place(Position::new(7, 1), Color::Black).unwrap();
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board = board.place(Position::new(7, 2), Color::White).unwrap();
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board = board.place(Position::new(7, 3), Color::White).unwrap();
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board = board.place(Position::new(7, 4), Color::White).unwrap();
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board = board.place(Position::new(7, 5), Color::White).unwrap();
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let ai = AlphaBetaAi::new(3);
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let mv = ai.best_move(&board, Color::Black).unwrap();
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assert_eq!(
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mv,
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Position::new(7, 6),
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"AI should block rush four at (7,6), got ({},{})",
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mv.x,
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mv.y
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);
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}
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#[test]
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fn test_ai_blocks_four_near_edge() {
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// 白棋冲四 (靠边), 黑棋只需堵住开放端
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let board = Board::new(15);
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let mut board = board;
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board = board.place(Position::new(7, 0), Color::White).unwrap();
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board = board.place(Position::new(7, 1), Color::White).unwrap();
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board = board.place(Position::new(7, 2), Color::White).unwrap();
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board = board.place(Position::new(7, 3), Color::White).unwrap();
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let ai = AlphaBetaAi::new(3);
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let mv = ai.best_move(&board, Color::Black).unwrap();
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assert_eq!(
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mv,
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Position::new(7, 4),
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"AI should block four at (7,4), got ({},{})",
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mv.x,
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mv.y
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);
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}
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#[test]
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fn test_ai_takes_win() {
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// 黑棋连四, (7,2) 和 (7,7) 都是胜着
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fn test_ai_takes_winning_move() {
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let board = Board::new(15);
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let mut board = board;
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board = board.place(Position::new(7, 3), Color::Black).unwrap();
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@@ -175,9 +268,7 @@ mod tests {
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let mv = ai.best_move(&board, Color::Black).unwrap();
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assert!(
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(mv.x == 7 && mv.y == 2) || (mv.x == 7 && mv.y == 7),
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"AI should take winning move, got ({},{})",
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mv.x,
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mv.y
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"AI should win, got ({},{})", mv.x, mv.y
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);
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}
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}
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