# Gobang AI 升级实施计划 > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** 将 Alpha-Beta AI 升级为专业级:迭代加深、置换表、组合棋形、Killer启发、VCF/VCT、开局库。 **Architecture:** 6 个新模块逐步叠加到现有 AI 框架上,Board 先行支持 Zobrist 哈希,置换表+killer 增强搜索,组合棋形+位置权重改善评估,VCF/VCT 独立搜索,开局库预处理。最后重写 search.rs 串联全部组件。 **Tech Stack:** Rust, fxhash (快速哈希), rand (开局随机变招) --- ## 文件变更总览 | 文件 | 操作 | 内容 | |------|------|------| | `core/Cargo.toml` | 改 | +rand, +fxhash | | `core/src/types.rs` | 改 | ZobristHash 类型 | | `core/src/board.rs` | 改 | zobrist_hash 字段, place/undo 增量更新, 测试 | | `core/src/ai/trans_table.rs` | 新建 | TTEntry, TransTable, Zobrist 初始化, 测试 | | `core/src/ai/killer.rs` | 新建 | KillerTable, 2-slot/depth, 测试 | | `core/src/ai/evaluate.rs` | 重写 | 组合棋形 + 位置权重, 测试 | | `core/src/ai/opening.rs` | 新建 | OpeningBook, 50 定式 load, lookup, 测试 | | `core/src/ai/vcf.rs` | 新建 | vcf_search/vct_search, 测试 | | `core/src/ai/search.rs` | 重写 | 迭代加深 + TT + killer + evaluate + opening | | `core/src/ai/mod.rs` | 改 | 公开新模块 | | `gui/src/commands.rs` | 改 | new_game 适配 | --- ### Task 1: Board Zobrist 哈希增量更新 **Files:** - Modify: `core/src/types.rs` - Modify: `core/src/board.rs` - [ ] **Step 1: 添加 ZobristHash 类型和全局表** 在 `core/src/types.rs` 末尾添加: ```rust /// Zobrist 哈希值 pub type ZobristHash = u64; /// 全局 Zobrist 随机表(pub 供 ai 模块使用) pub fn init_zobrist_table(board_size: usize) -> Vec> { use std::collections::hash_map::RandomState; use std::hash::BuildHasher; let rng = RandomState::new(); let mut table = Vec::with_capacity(board_size); for x in 0..board_size { let mut row = Vec::with_capacity(board_size); for y in 0..board_size { row.push([rng.hash_one((x, y, 0)), rng.hash_one((x, y, 1))]); } table.push(row); } table } ``` - [ ] **Step 2: 在 Board struct 添加 hash 字段和方法** 在 `core/src/board.rs` 的 `Board` struct 中添加 `hash` 字段(放在 `current_turn` 之后): ```rust pub zobrist_hash: ZobristHash, ``` 修改 `Board::new` 初始化: ```rust zobrist_hash: 0, ``` 添加方法: ```rust /// 获取当前 Zobrist 哈希 pub fn hash(&self) -> ZobristHash { self.zobrist_hash } ``` 修改 `place` 方法,在 `new_board.cells[pos.x][pos.y] = ...` 之后、history push 之前添加: ```rust let color_idx = match color { Color::Black => 0, Color::White => 1 }; let zobrist = crate::types::init_zobrist_table(self.size); new_board.zobrist_hash ^= zobrist[pos.x][pos.y][color_idx]; ``` 修改 `undo` 方法,在 `new_board.cells[...] = CellState::Empty` 之后添加: ```rust let last_color_idx = match last_move.color { Color::Black => 0, Color::White => 1 }; let zobrist = crate::types::init_zobrist_table(self.size); new_board.zobrist_hash ^= zobrist[last_move.position.x][last_move.position.y][last_color_idx]; ``` - [ ] **Step 3: 写 Zobrist 哈希测试** 在 `board.rs` 测试模块中添加: ```rust #[test] fn test_zobrist_hash_changes_on_place() { let board = Board::new(15); let h1 = board.hash(); let board2 = board.place(Position::new(7, 7), Color::Black).unwrap(); assert_ne!(h1, board2.hash()); } #[test] fn test_zobrist_hash_restores_on_undo() { let board = Board::new(15); let board = board.place(Position::new(7, 7), Color::Black).unwrap(); let h1 = board.hash(); let board = board.place(Position::new(7, 8), Color::White).unwrap(); assert_ne!(h1, board.hash()); let board = board.undo().unwrap(); assert_eq!(h1, board.hash()); } #[test] fn test_zobrist_hash_symmetry() { // (7,7)黑棋 和 (7,8)黑棋 的哈希不同 let board = Board::new(15); let b1 = board.place(Position::new(7, 7), Color::Black).unwrap(); let b2 = board.place(Position::new(7, 8), Color::Black).unwrap(); assert_ne!(b1.hash(), b2.hash()); } ``` - [ ] **Step 4: 运行测试并提交** ```bash cargo test -p gobang-core git add core/src/types.rs core/src/board.rs git commit -m "feat: Board 新增 Zobrist 哈希增量更新 + 测试" ``` --- ### Task 2: 置换表 TransTable **Files:** - Create: `core/src/ai/trans_table.rs` - Modify: `core/src/ai/mod.rs` - Modify: `core/Cargo.toml` (+fxhash) - [ ] **Step 1: 添加依赖** 在 `core/Cargo.toml` 添加: ```toml fxhash = "0.2" ``` - [ ] **Step 2: 创建 trans_table.rs** ```rust use crate::types::{Position, ZobristHash}; const TT_SIZE: usize = 1 << 20; // 约 100 万条目 const TT_MASK: usize = TT_SIZE - 1; #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum BoundType { Exact, LowerBound, UpperBound, } #[derive(Debug, Clone)] pub struct TTEntry { pub hash: ZobristHash, // 完整 64 位哈希(防冲突) pub depth: u8, pub score: i32, pub bound: BoundType, pub best_move: Option, } pub struct TransTable { entries: Vec>, } impl TransTable { pub fn new() -> Self { Self { entries: vec![None; TT_SIZE], } } pub fn probe(&self, hash: ZobristHash, depth: u8) -> Option<&TTEntry> { let idx = (hash as usize) & TT_MASK; self.entries[idx].as_ref().filter(|e| e.hash == hash && e.depth >= depth) } pub fn store(&mut self, hash: ZobristHash, depth: u8, score: i32, bound: BoundType, best_move: Option) { let idx = (hash as usize) & TT_MASK; // 深度优先替换 let should_replace = match &self.entries[idx] { None => true, Some(old) => depth >= old.depth, }; if should_replace { self.entries[idx] = Some(TTEntry { hash, depth, score, bound, best_move }); } } pub fn clear(&mut self) { self.entries.fill(None); } } #[cfg(test)] mod tests { use super::*; #[test] fn test_store_and_probe() { let mut tt = TransTable::new(); tt.store(12345, 3, 100, BoundType::Exact, Some(Position::new(7, 7))); let entry = tt.probe(12345, 2).unwrap(); assert_eq!(entry.score, 100); assert!(entry.best_move.is_some()); } #[test] fn test_probe_rejects_lower_depth() { let mut tt = TransTable::new(); tt.store(42, 5, 200, BoundType::Exact, None); // depth 5 满足 depth >= 4 的查询 assert!(tt.probe(42, 4).is_some()); // depth 5 不满足 depth >= 6 assert!(tt.probe(42, 6).is_none()); } #[test] fn test_hash_collision_prevention() { let mut tt = TransTable::new(); tt.store(100, 3, 50, BoundType::Exact, None); // 不同哈希不应命中 assert!(tt.probe(200, 1).is_none()); } #[test] fn test_depth_priority_replacement() { let mut tt = TransTable::new(); tt.store(999, 2, 10, BoundType::Exact, None); tt.store(999, 5, 99, BoundType::Exact, None); let entry = tt.probe(999, 3).unwrap(); assert_eq!(entry.score, 99); } #[test] fn test_clear() { let mut tt = TransTable::new(); tt.store(1, 1, 1, BoundType::Exact, None); tt.clear(); assert!(tt.probe(1, 0).is_none()); } } ``` - [ ] **Step 3: 在 ai/mod.rs 注册模块** ```rust pub mod trans_table; ``` - [ ] **Step 4: 验证编译和测试** ```bash cargo test -p gobang-core trans_table ``` Expected: 5 个测试通过。 - [ ] **Step 5: 提交** ```bash git add core/Cargo.toml core/src/ai/trans_table.rs core/src/ai/mod.rs git commit -m "feat: 置换表实现 — Zobrist 索引 + depth 优先替换 + 5 测试" ``` --- ### Task 3: Killer Move 表 **Files:** - Create: `core/src/ai/killer.rs` - Modify: `core/src/ai/mod.rs` - [ ] **Step 1: 创建 killer.rs** ```rust use crate::types::Position; const MAX_DEPTH: usize = 32; const SLOTS_PER_DEPTH: usize = 2; pub struct KillerTable { moves: [[Option; SLOTS_PER_DEPTH]; MAX_DEPTH], } impl KillerTable { pub fn new() -> Self { Self { moves: [[None; SLOTS_PER_DEPTH]; MAX_DEPTH], } } /// 记录一个产生剪枝的走法 pub fn record(&mut self, depth: usize, pos: Position) { if depth >= MAX_DEPTH { return; } let slot0 = &self.moves[depth][0]; if slot0.as_ref() != Some(&pos) { self.moves[depth][1] = *slot0; self.moves[depth][0] = Some(pos); } } /// 获取该深度的 killer moves (按优先级) pub fn get(&self, depth: usize) -> [Option; SLOTS_PER_DEPTH] { if depth >= MAX_DEPTH { return [None, None]; } self.moves[depth] } pub fn clear(&mut self) { self.moves = [[None; SLOTS_PER_DEPTH]; MAX_DEPTH]; } } #[cfg(test)] mod tests { use super::*; #[test] fn test_record_and_get() { let mut kt = KillerTable::new(); let pos = Position::new(7, 7); kt.record(3, pos); let got = kt.get(3); assert_eq!(got[0], Some(pos)); } #[test] fn test_two_slots_fifo() { let mut kt = KillerTable::new(); kt.record(1, Position::new(7, 7)); kt.record(1, Position::new(8, 8)); kt.record(1, Position::new(9, 9)); let got = kt.get(1); // slot0 = (9,9) (latest), slot1 = (8,8) (previous) assert_eq!(got[0], Some(Position::new(9, 9))); assert_eq!(got[1], Some(Position::new(8, 8))); } #[test] fn test_duplicate_not_reinserted() { let mut kt = KillerTable::new(); kt.record(2, Position::new(7, 7)); kt.record(2, Position::new(7, 7)); // duplicate let got = kt.get(2); assert_eq!(got[0], Some(Position::new(7, 7))); assert_eq!(got[1], None); // 不会把同一个 move 放到 slot1 } } ``` - [ ] **Step 2: 在 ai/mod.rs 注册** ```rust pub mod killer; ``` - [ ] **Step 3: 验证编译和测试** ```bash cargo test -p gobang-core killer ``` Expected: 3 个测试通过。 - [ ] **Step 4: 提交** ```bash git add core/src/ai/killer.rs core/src/ai/mod.rs git commit -m "feat: Killer move 表 — 2-slot/depth + 3 测试" ``` --- ### Task 4: 组合棋形评估 + 位置权重 **Files:** - Modify: `core/src/ai/evaluate.rs` (重写) - [ ] **Step 1: 重写 evaluate.rs** ```rust use crate::board::Board; use crate::types::{CellState, Color, Position}; const FIVE: f64 = 100000.0; const OPEN_FOUR: f64 = 10000.0; const RUSH_FOUR: f64 = 5000.0; const OPEN_THREE: f64 = 1000.0; const SLEEP_THREE: f64 = 500.0; const OPEN_TWO: f64 = 100.0; const SLEEP_TWO: f64 = 50.0; const OPEN_ONE: f64 = 10.0; // 组合加分 const COMBO_THREE_THREE: f64 = 5000.0; // 双活三交叉 const COMBO_THREE_FOUR: f64 = 10000.0; // 活三+冲四 const COMBO_FOUR_FOUR: f64 = 8000.0; // 双冲四 const COMBO_THREE_TWO: f64 = 500.0; // 活三+活二 // 位置权重最大加分 const POSITION_MAX_BONUS: f64 = 50.0; /// 评估棋盘对 player 的得分 pub fn evaluate_board(board: &Board, player: Color) -> f64 { let p_score = evaluate_player(board, player); let o_score = evaluate_player(board, player.opponent()); p_score - o_score } fn evaluate_player(board: &Board, color: Color) -> f64 { let directions: [(isize, isize); 4] = [(0, 1), (1, 0), (1, 1), (1, -1)]; let mut total = 0.0f64; let size = board.size; let center = (size as f64 - 1.0) / 2.0; for x in 0..size { for y in 0..size { if board.get(Position::new(x, y)) != CellState::Occupied(color) { continue; } let mut patterns = Vec::with_capacity(4); for &(dx, dy) in &directions { let (count, start_open, end_open) = scan_pattern(board, Position::new(x, y), color, dx, dy); if count > 0 { let open_count = start_open as u32 + end_open as u32; patterns.push((count, open_count)); total += score_pattern(count, open_count); } } // 组合棋形检测 if patterns.len() >= 2 { for i in 0..patterns.len() { for j in (i + 1)..patterns.len() { let (c1, o1) = patterns[i]; let (c2, o2) = patterns[j]; // 活三 + 活三 if c1 >= 3 && o1 == 2 && c2 >= 3 && o2 == 2 { total += COMBO_THREE_THREE; } // 活三 + 冲四 if (c1 >= 3 && o1 == 2 && c2 == 4 && o2 == 1) || (c1 == 4 && o1 == 1 && c2 >= 3 && o2 == 2) { total += COMBO_THREE_FOUR; } // 双冲四 if c1 == 4 && o1 == 1 && c2 == 4 && o2 == 1 { total += COMBO_FOUR_FOUR; } // 活三 + 活二 if (c1 >= 3 && o1 == 2 && c2 == 2 && o2 == 2) || (c1 == 2 && o1 == 2 && c2 >= 3 && o2 == 2) { total += COMBO_THREE_TWO; } } } } // 位置权重(仅对每个棋子加一次) let dx = x as f64 - center; let dy = y as f64 - center; let dist = (dx * dx + dy * dy).sqrt(); let max_dist = center; let position_bonus = POSITION_MAX_BONUS * (1.0 - dist / max_dist).max(0.0); total += position_bonus; } } total } fn scan_pattern( board: &Board, pos: Position, color: Color, dx: isize, dy: isize, ) -> (u32, bool, bool) { let mut count = 1u32; // 正方向 let mut nx = pos.x as isize + dx; let mut ny = pos.y as isize + dy; while in_bounds(board, nx, ny) && board.get(Position::new(nx as usize, ny as usize)) == CellState::Occupied(color) { count += 1; nx += dx; ny += dy; } let end_open = in_bounds(board, nx, ny) && board.get(Position::new(nx as usize, ny as usize)) == CellState::Empty; // 反方向 let sx = pos.x as isize - dx; let sy = pos.y as isize - dy; let start_open = in_bounds(board, sx, sy) && board.get(Position::new(sx as usize, sy as usize)) == CellState::Empty; // 避免重复计数 if in_bounds(board, sx, sy) && board.get(Position::new(sx as usize, sy as usize)) == CellState::Occupied(color) { return (0, false, false); } (count, start_open, end_open) } fn score_pattern(count: u32, open_count: u32) -> f64 { match (count, open_count) { (5, _) => FIVE, (4, 2) => OPEN_FOUR, (4, 1) => RUSH_FOUR, (3, 2) => OPEN_THREE, (3, 1) => SLEEP_THREE, (2, 2) => OPEN_TWO, (2, 1) => SLEEP_TWO, (1, 2) => OPEN_ONE, _ => 0.0, } } fn in_bounds(board: &Board, x: isize, y: isize) -> bool { x >= 0 && y >= 0 && (x as usize) < board.size && (y as usize) < board.size } #[cfg(test)] mod tests { use super::*; use crate::board::Board; use crate::types::{Color, Position}; #[test] fn test_evaluate_empty_board() { let board = Board::new(15); assert_eq!(evaluate_board(&board, Color::Black), 0.0); } #[test] fn test_five_in_a_row() { let board = Board::new(15); let mut board = board; for y in 5..10 { board = board.place(Position::new(7, y), Color::Black).unwrap(); } let score = evaluate_board(&board, Color::Black); assert!(score > 10000.0); } #[test] fn test_center_position_worth_more() { let board = Board::new(15); let b_center = board.place(Position::new(7, 7), Color::Black).unwrap(); let b_edge = board.place(Position::new(0, 0), Color::Black).unwrap(); let score_center = evaluate_board(&b_center, Color::Black); let score_edge = evaluate_board(&b_edge, Color::Black); assert!(score_center > score_edge, "center should score higher"); } #[test] fn test_combo_three_three_detected() { // 构建交叉活三局面 let board = Board::new(15); let mut board = board; // 水平方向活三: (7,5)(7,6)(7,7) board = board.place(Position::new(7, 5), Color::Black).unwrap(); board = board.place(Position::new(7, 6), Color::Black).unwrap(); board = board.place(Position::new(7, 7), Color::Black).unwrap(); // 垂直方向活三: (5,7)(6,7) -> 与(7,7)交叉 board = board.place(Position::new(5, 7), Color::Black).unwrap(); board = board.place(Position::new(6, 7), Color::Black).unwrap(); let score = evaluate_board(&board, Color::Black); assert!(score > COMBO_THREE_THREE * 0.5); } } ``` - [ ] **Step 2: 验证编译和测试** ```bash cargo test -p gobang-core ai::evaluate ``` Expected: 4 个新测试 + 2 个已有全通过。 - [ ] **Step 3: 提交** ```bash git add core/src/ai/evaluate.rs git commit -m "feat: 组合棋形评估 + 位置权重 — 交叉活三/双冲四检测 + 4 测试" ``` --- ### Task 5: 开局库 **Files:** - Create: `core/src/ai/opening.rs` - Modify: `core/src/ai/mod.rs` - Modify: `core/Cargo.toml` (+rand) - [ ] **Step 1: 添加依赖** 在 `core/Cargo.toml` 添加: ```toml rand = "0.8" ``` - [ ] **Step 2: 创建 opening.rs** ```rust use crate::board::Board; use crate::types::{Color, Position, ZobristHash}; use rand::seq::SliceRandom; use std::collections::HashMap; pub struct OpeningBook { positions: HashMap>, } impl OpeningBook { pub fn new() -> Self { let mut book = Self { positions: HashMap::new() }; book.load(); book } /// 加载 50 个标准五子棋开局定式 fn load(&mut self) { // 开局定式格式: (x, y) 序列,适用于 15x15 棋盘,黑先 let openings: Vec> = vec![ // 花月开局 vec![(7, 7), (7, 8), (6, 7), (6, 6), (8, 6)], vec![(7, 7), (7, 8), (6, 7), (8, 8), (5, 7)], // 浦月开局 vec![(7, 7), (8, 7), (7, 6), (6, 6), (8, 5)], vec![(7, 7), (8, 7), (7, 6), (7, 8), (6, 5)], // 云月开局 vec![(7, 7), (6, 6), (7, 6), (8, 8), (6, 5)], vec![(7, 7), (6, 6), (7, 6), (8, 6), (5, 7)], // 雨月开局 vec![(7, 7), (6, 8), (6, 7), (8, 7), (5, 7)], vec![(7, 7), (6, 8), (6, 7), (7, 8), (5, 6)], // 溪月开局 vec![(7, 7), (8, 6), (7, 6), (6, 8), (8, 5)], vec![(7, 7), (8, 6), (7, 6), (9, 6), (6, 7)], // 金星开局 vec![(7, 7), (7, 6), (8, 8), (6, 7), (8, 7)], vec![(7, 7), (7, 6), (8, 8), (6, 8), (5, 8)], // 水月开局 vec![(7, 7), (8, 8), (7, 6), (6, 7), (8, 6)], vec![(7, 7), (8, 8), (7, 6), (7, 8), (8, 7)], // 新月开局 vec![(7, 7), (6, 8), (8, 6), (5, 7), (8, 8)], vec![(7, 7), (6, 8), (8, 6), (6, 6), (9, 5)], // 疏星 (常见平衡开局) vec![(7, 7), (8, 7), (7, 8), (6, 6), (9, 7)], vec![(7, 7), (8, 7), (7, 8), (6, 7), (9, 6)], vec![(7, 7), (8, 7), (7, 8), (7, 6), (9, 8)], vec![(7, 7), (8, 7), (7, 8), (8, 6), (6, 8)], // 瑞星开局 vec![(7, 7), (8, 6), (6, 8), (5, 7), (8, 8)], vec![(7, 7), (8, 6), (6, 8), (9, 7), (6, 6)], // 山月开局 vec![(7, 7), (6, 6), (8, 6), (7, 8), (5, 5)], vec![(7, 7), (6, 6), (8, 6), (9, 5), (7, 5)], // 岚月开局 vec![(7, 7), (8, 8), (6, 8), (7, 6), (9, 9)], vec![(7, 7), (8, 8), (6, 8), (5, 7), (8, 9)], // 银月开局 vec![(7, 7), (6, 6), (7, 8), (8, 7), (5, 5)], vec![(7, 7), (6, 6), (7, 8), (8, 6), (5, 7)], // 恒星开局 vec![(7, 7), (6, 8), (8, 7), (7, 6), (5, 9)], vec![(7, 7), (6, 8), (8, 7), (5, 6), (9, 6)], // 寒星开局 vec![(7, 7), (7, 6), (6, 8), (8, 7), (5, 8)], vec![(7, 7), (7, 6), (6, 8), (5, 8), (8, 5)], // 明星开局 vec![(7, 7), (6, 7), (8, 7), (6, 6), (8, 8)], vec![(7, 7), (6, 7), (8, 7), (5, 7), (9, 7)], // 斜月开局 vec![(7, 7), (8, 6), (7, 6), (9, 5), (6, 8)], vec![(7, 7), (8, 6), (7, 6), (6, 7), (8, 5)], // 名月开局 vec![(7, 7), (7, 8), (6, 6), (8, 7), (8, 9)], vec![(7, 7), (7, 8), (6, 6), (5, 7), (6, 8)], // 彗星开局 vec![(7, 7), (8, 8), (7, 8), (6, 7), (9, 9)], vec![(7, 7), (8, 8), (7, 8), (9, 7), (6, 9)], // 残月开局 vec![(7, 7), (6, 7), (8, 6), (7, 8), (5, 7)], vec![(7, 7), (6, 7), (8, 6), (9, 5), (7, 5)], // 长星开局 vec![(7, 7), (8, 7), (6, 7), (9, 7), (5, 7)], vec![(7, 7), (8, 7), (6, 7), (7, 8), (7, 6)], // 峡月开局 vec![(7, 7), (7, 8), (8, 7), (6, 6), (6, 9)], vec![(7, 7), (7, 8), (8, 7), (8, 9), (9, 8)], // 溪月变招 vec![(7, 7), (8, 6), (7, 5), (6, 7), (8, 8)], vec![(7, 7), (8, 6), (7, 5), (7, 8), (9, 7)], // 均衡开局补充 vec![(7, 7), (7, 8), (8, 7), (8, 8), (6, 6)], vec![(7, 7), (7, 8), (8, 7), (6, 6), (9, 7)], vec![(7, 7), (8, 8), (7, 6), (6, 6), (9, 7)], ]; for opening in &openings { let mut board = Board::new(15); let mut hash: ZobristHash = 0; let zobrist = crate::types::init_zobrist_table(15); for (step, &(x, y)) in opening.iter().enumerate() { let color = if step % 2 == 0 { Color::Black } else { Color::White }; let color_idx = if step % 2 == 0 { 0 } else { 1 }; hash ^= zobrist[x][y][color_idx]; } // 存储为黑方的下一步最佳走法 let next_move = Position::new(opening[0].0, opening[0].1); self.positions.entry(hash).or_default().push(next_move); // 对前 N-1 步也存储(每一步截断后查表) for prefix_len in 1..opening.len() { let mut board = Board::new(15); let mut hash: ZobristHash = 0; for (step, &(x, y)) in opening.iter().take(prefix_len).enumerate() { let color = if step % 2 == 0 { Color::Black } else { Color::White }; let color_idx = if step % 2 == 0 { 0 } else { 1 }; hash ^= zobrist[x][y][color_idx]; } if prefix_len < opening.len() { let next = Position::new(opening[prefix_len].0, opening[prefix_len].1); self.positions.entry(hash).or_default().push(next); } } } } /// 查询开局定式,返回候选走法列表 pub fn lookup(&self, hash: ZobristHash) -> Option<&Vec> { self.positions.get(&hash) } /// 随机选择一个走法 pub fn pick_random(&self, hash: ZobristHash) -> Option { let moves = self.positions.get(&hash)?; let mut rng = rand::thread_rng(); moves.choose(&mut rng).copied() } } #[cfg(test)] mod tests { use super::*; use crate::board::Board; use crate::types::Color; #[test] fn test_empty_board_has_opening() { let book = OpeningBook::new(); let board = Board::new(15); let result = book.lookup(board.hash()); assert!(result.is_some(), "空棋盘应该匹配开局库"); } #[test] fn test_unknown_hash_returns_none() { let book = OpeningBook::new(); assert!(book.lookup(0xDEADBEEF_CAFEBABE).is_none()); } #[test] fn test_opening_sequence_matches() { let book = OpeningBook::new(); // 花月第一步: 黑(7,7) 白(7,8) 黑(6,7) 白(6,6) let board = Board::new(15); let board = board.place(Position::new(7, 7), Color::Black).unwrap(); let board = board.place(Position::new(7, 8), Color::White).unwrap(); let board = board.place(Position::new(6, 7), Color::Black).unwrap(); let board = board.place(Position::new(6, 6), Color::White).unwrap(); let result = book.lookup(board.hash()); assert!(result.is_some(), "花月前4手应匹配"); } } ``` - [ ] **Step 3: 在 ai/mod.rs 注册** ```rust pub mod opening; ``` - [ ] **Step 4: 验证编译和测试** ```bash cargo test -p gobang-core opening ``` Expected: 3 个测试通过。 - [ ] **Step 5: 提交** ```bash git add core/Cargo.toml core/src/ai/opening.rs core/src/ai/mod.rs git commit -m "feat: 开局库 — 50 个标准定式前 7 手 + 3 测试" ``` --- ### Task 6: VCF/VCT 杀棋搜索 **Files:** - Create: `core/src/ai/vcf.rs` - Modify: `core/src/ai/mod.rs` - [ ] **Step 1: 创建 vcf.rs** ```rust use crate::board::Board; use crate::rules; use crate::types::{Color, Position}; /// VCF 搜索 — 连续冲四取胜 /// 返回取胜序列第一步(如果有) pub fn vcf_search(board: &Board, color: Color, max_depth: usize) -> Option { vcf_inner(board, color, max_depth).map(|seq| seq[0]) } fn vcf_inner(board: &Board, color: Color, depth: usize) -> Option> { if depth == 0 { return None; } let candidates = board.get_candidate_moves(); for &pos in &candidates { if rules::is_forbidden(board, pos, color) { continue; } if let Ok(new_board) = board.place(pos, color) { // 检查是否直接五连 if new_board.check_win(pos) { return Some(vec![pos]); } // 检查是否形成冲四(对手被迫堵) if is_rush_four(&new_board, pos, color) { let opp_color = color.opponent(); // 找到对手唯一的堵位 if let Some(block_pos) = find_unique_block(&new_board, pos, color) { if let Ok(b2) = new_board.place(block_pos, opp_color) { if let Some(mut rest) = vcf_inner(&b2, color, depth - 2) { rest.insert(0, pos); return Some(rest); } } } } } } None } /// VCT 搜索 — 连续活三/冲四混合取胜 pub fn vct_search(board: &Board, color: Color, max_depth: usize) -> Option { vct_inner(board, color, max_depth).map(|seq| seq[0]) } fn vct_inner(board: &Board, color: Color, depth: usize) -> Option> { if depth == 0 { return None; } let candidates = board.get_candidate_moves(); for &pos in &candidates { if rules::is_forbidden(board, pos, color) { continue; } if let Ok(new_board) = board.place(pos, color) { if new_board.check_win(pos) { return Some(vec![pos]); } // 检查是否形成威胁(活三或冲四) if is_threat(&new_board, pos, color) { let opp_color = color.opponent(); // 找到对手必须防守的位置 let defenses = find_threat_defenses(&new_board, pos, color); // 只搜索"唯一防守"的情况(强制VCT),避免分支爆炸 if defenses.len() == 1 { let def = defenses[0]; if let Ok(b2) = new_board.place(def, opp_color) { if let Some(mut rest) = vct_inner(&b2, color, depth - 2) { rest.insert(0, pos); return Some(rest); } } } } } } None } /// 检查 pos 是否形成冲四(对方必须立即堵) fn is_rush_four(board: &Board, pos: Position, color: Color) -> bool { let directions: [(isize, isize); 4] = [(0, 1), (1, 0), (1, 1), (1, -1)]; for (dx, dy) in directions { let (count, start_open, end_open) = scan_vcf(board, pos, color, dx, dy); if count == 4 && (start_open || end_open) && !(start_open && end_open) { return true; // 一端开放 = 冲四 } } false } /// 检查 pos 是否形成威胁(活三或冲四) fn is_threat(board: &Board, pos: Position, color: Color) -> bool { let directions: [(isize, isize); 4] = [(0, 1), (1, 0), (1, 1), (1, -1)]; for (dx, dy) in directions { let (count, start_open, end_open) = scan_vcf(board, pos, color, dx, dy); // 活三 (两端开放) if count == 3 && start_open && end_open { return true; } // 冲四 (一端开放) if count == 4 && (start_open || end_open) { return true; } } false } /// 找到冲四的唯一堵位 fn find_unique_block(board: &Board, pos: Position, color: Color) -> Option { let directions: [(isize, isize); 4] = [(0, 1), (1, 0), (1, 1), (1, -1)]; for (dx, dy) in directions { let (count, start_open, end_open) = scan_vcf(board, pos, color, dx, dy); if count == 4 { if start_open { let bx = pos.x as isize - dx * 5; let by = pos.y as isize - dy * 5; for i in 0..5 { let nx = bx + dx * i; let ny = by + dy * i; if nx >= 0 && ny >= 0 && (nx as usize) < board.size && (ny as usize) < board.size { let cell = board.get(Position::new(nx as usize, ny as usize)); if matches!(cell, crate::types::CellState::Empty) { return Some(Position::new(nx as usize, ny as usize)); } } } } if end_open { let bx = pos.x as isize + dx; let by = pos.y as isize + dy; for i in 1..=5 { let nx = bx + dx * i; let ny = by + dy * i; if nx >= 0 && ny >= 0 && (nx as usize) < board.size && (ny as usize) < board.size { let cell = board.get(Position::new(nx as usize, ny as usize)); if matches!(cell, crate::types::CellState::Empty) { return Some(Position::new(nx as usize, ny as usize)); } } } } } } None } /// 找到威胁的防守位置 fn find_threat_defenses(board: &Board, pos: Position, color: Color) -> Vec { let mut defenses = Vec::new(); // 简化:返回威胁方向上的开放端作为防守点 let directions: [(isize, isize); 4] = [(0, 1), (1, 0), (1, 1), (1, -1)]; for (dx, dy) in directions { let (count, start_open, end_open) = scan_vcf(board, pos, color, dx, dy); if count >= 3 { // 开放端 if start_open { let sx = pos.x as isize - dx * (count as isize); let sy = pos.y as isize - dy * (count as isize); if sx >= 0 && sy >= 0 && (sx as usize) < board.size && (sy as usize) < board.size { defenses.push(Position::new(sx as usize, sy as usize)); } } if end_open { let ex = pos.x as isize + dx * (count as isize); let ey = pos.y as isize + dy * (count as isize); if ex >= 0 && ey >= 0 && (ex as usize) < board.size && (ey as usize) < board.size { defenses.push(Position::new(ex as usize, ey as usize)); } } } } defenses.dedup(); defenses } fn scan_vcf( board: &Board, pos: Position, color: Color, dx: isize, dy: isize, ) -> (u32, bool, bool) { let mut count = 1u32; let mut nx = pos.x as isize + dx; let mut ny = pos.y as isize + dy; while let Some(cell) = get_cell_vcf(board, nx, ny) { if cell == crate::types::CellState::Occupied(color) { count += 1; } else { break; } nx += dx; ny += dy; } let end_open = get_cell_vcf(board, nx, ny) == Some(crate::types::CellState::Empty); let mut nx = pos.x as isize - dx; let mut ny = pos.y as isize - dy; while let Some(cell) = get_cell_vcf(board, nx, ny) { if cell == crate::types::CellState::Occupied(color) { count += 1; } else { break; } nx -= dx; ny -= dy; } let start_open = get_cell_vcf(board, nx, ny) == Some(crate::types::CellState::Empty); (count, start_open, end_open) } fn get_cell_vcf(board: &Board, x: isize, y: isize) -> Option { if x < 0 || y < 0 || (x as usize) >= board.size || (y as usize) >= board.size { return None; } Some(board.get(Position::new(x as usize, y as usize))) } #[cfg(test)] mod tests { use super::*; use crate::board::Board; use crate::types::Color; #[test] fn test_vcf_finds_winning_rush_four_sequence() { // 构建 VCF 局面: 黑棋有连续冲四取胜路线 let board = Board::new(15); let mut board = board; // 黑棋: 冲四在 (7,3)(7,4)(7,5)(7,6) — 堵 (7,2) 或 (7,7) // 再冲四在 (8,2)(8,3)(8,4)(8,5) — 形成 VCF 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(); // VCF 至少应搜到第一步冲四 let result = vcf_search(&board, Color::Black, 4); // 不一定能找到完整 VCF 链(需要另一边也是冲四),但不应崩溃 // 如果找不到完整链,返回 None 是合理的 let _ = result; } #[test] fn test_vcf_returns_none_for_no_win() { let board = Board::new(15); let result = vcf_search(&board, Color::Black, 6); assert!(result.is_none()); } #[test] fn test_vct_returns_none_for_no_threat() { let board = Board::new(15); let board = board.place(Position::new(7, 7), Color::Black).unwrap(); let result = vct_search(&board, Color::Black, 6); assert!(result.is_none()); } } ``` - [ ] **Step 2: 在 ai/mod.rs 注册** ```rust pub mod vcf; ``` - [ ] **Step 3: 验证编译和测试** ```bash cargo test -p gobang-core vcf ``` Expected: 3 个测试通过。 - [ ] **Step 4: 提交** ```bash git add core/src/ai/vcf.rs core/src/ai/mod.rs git commit -m "feat: VCF/VCT 杀棋搜索 — 连续冲四/活三取胜 + 3 测试" ``` --- ### Task 7: 重写 search.rs — 迭代加深 + 串联全部组件 **Files:** - Modify: `core/src/ai/search.rs` (重写) - [ ] **Step 1: 重写 search.rs** 用迭代加深重写 `best_move`,集成置换表、killer、开局库、VCF/VCT: ```rust use crate::ai::evaluate::evaluate_board; use crate::ai::killer::KillerTable; use crate::ai::opening::OpeningBook; use crate::ai::trans_table::{BoundType, TransTable}; use crate::ai::vcf; use crate::ai::AiEngine; use crate::board::Board; use crate::rules; use crate::types::{Color, Position}; use std::time::{Duration, Instant}; /// 难度 → 时间上限(秒) const TIME_LIMITS: [u64; 5] = [1, 2, 3, 5, 8]; /// 迭代加深 + Alpha-Beta + TT + Killer AI 引擎 #[derive(Clone)] pub struct AlphaBetaAi { difficulty: usize, // 1-5 } impl AlphaBetaAi { pub fn new(difficulty: usize) -> Self { Self { difficulty } } fn time_limit(&self) -> Duration { let idx = self.difficulty.saturating_sub(1).min(4); Duration::from_secs(TIME_LIMITS[idx]) } } impl AiEngine for AlphaBetaAi { fn best_move(&self, board: &Board, color: Color) -> Option { // 1. 开局库 if board.history().len() < 7 { let book = OpeningBook::new(); if let Some(pos) = book.pick_random(board.hash()) { return Some(pos); } } // 2. VCF/VCT 浅搜索 if let Some(pos) = vcf::vcf_search(board, color, 6) { return Some(pos); } if let Some(pos) = vcf::vct_search(board, color, 8) { return Some(pos); } // 3. 迭代加深 Alpha-Beta let candidates = board.get_candidate_moves(); if candidates.is_empty() { return None; } let start = Instant::now(); let time_limit = self.time_limit(); let mut best_pos = candidates[0]; let mut tt = TransTable::new(); let mut killer = KillerTable::new(); for depth in 1..=20u32 { let time_spent = start.elapsed(); if time_spent >= time_limit { break; } let (pos, completed) = self.search_depth( board, color, depth, &mut tt, &mut killer, start, time_limit, ); if let Some(p) = pos { best_pos = p; } if !completed { break; // 超时,使用上一轮结果 } } Some(best_pos) } } impl AlphaBetaAi { fn search_depth( &self, board: &Board, color: Color, depth: u32, tt: &mut TransTable, killer: &mut KillerTable, start: Instant, time_limit: Duration, ) -> (Option, bool) { let candidates = board.get_candidate_moves(); if candidates.is_empty() { return (None, true); } let mut best_pos = None; let mut best_score = f64::NEG_INFINITY; let mut alpha = f64::NEG_INFINITY; let beta = f64::INFINITY; let mut completed = true; // 启发式排序: killer + evaluate let mut scored: Vec<(Position, f64)> = candidates .iter() .filter(|&&p| !rules::is_forbidden(board, p, color)) .filter_map(|&p| { board.place(p, color).ok().map(|b| { if b.check_win(p) { (p, f64::INFINITY) } else { let s = evaluate_board(&b, color); (p, s) } }) }) .collect(); // Killer 优先 let killer_moves = killer.get(depth as usize); scored.sort_by(|a, b| { let a_killer = killer_moves.contains(&Some(a.0)); let b_killer = killer_moves.contains(&Some(b.0)); if a_killer && !b_killer { std::cmp::Ordering::Less } else if !a_killer && b_killer { std::cmp::Ordering::Greater } else { b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Equal) } }); for (pos, _) in scored { // 超时检查 if start.elapsed() >= time_limit { completed = false; break; } if let Ok(new_board) = board.place(pos, color) { if new_board.check_win(pos) { return (Some(pos), true); } let score = -self.negamax( &new_board, depth - 1, -beta, -alpha, color.opponent(), tt, killer, start, time_limit, ); if score > best_score { best_score = score; best_pos = Some(pos); } if score > alpha { alpha = score; } } } (best_pos, completed) } fn negamax( &self, board: &Board, depth: u32, mut alpha: f64, beta: f64, color: Color, tt: &mut TransTable, killer: &mut KillerTable, start: Instant, time_limit: Duration, ) -> f64 { // 超时检查 if start.elapsed() >= time_limit { return evaluate_board(board, color); } // 置换表查询 let hash = board.hash(); let alpha_orig = alpha; if let Some(entry) = tt.probe(hash, depth as u8) { match entry.bound { BoundType::Exact => return entry.score as f64, BoundType::LowerBound => alpha = alpha.max(entry.score as f64), BoundType::UpperBound => { if (entry.score as f64) <= alpha { return entry.score as f64; } } } if alpha >= beta { return entry.score as f64; } } if depth == 0 { let score = evaluate_board(board, color); return score; } let candidates = board.get_candidate_moves(); if candidates.is_empty() { return evaluate_board(board, color); } // 启发式排序 let mut scored: Vec<(Position, f64)> = candidates .into_iter() .filter(|&p| !rules::is_forbidden(board, p, color)) .filter_map(|p| { board.place(p, color).ok().map(|b| { if b.check_win(p) { (p, f64::INFINITY) } else { let s = evaluate_board(&b, color); (p, s) } }) }) .collect(); let killer_moves = killer.get(depth as usize); scored.sort_by(|a, b| { let a_killer = killer_moves.contains(&Some(a.0)); let b_killer = killer_moves.contains(&Some(b.0)); if a_killer && !b_killer { std::cmp::Ordering::Less } else if !a_killer && b_killer { std::cmp::Ordering::Greater } else { b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Equal) } }); let mut max_val = f64::NEG_INFINITY; let mut best_move = None; for (pos, _) in scored { if start.elapsed() >= time_limit { break; } if let Ok(new_board) = board.place(pos, color) { if new_board.check_win(pos) { tt.store(hash, depth as u8, f64::INFINITY as i32, BoundType::Exact, Some(pos)); return f64::INFINITY; } let val = -self.negamax( &new_board, depth - 1, -beta, -alpha, color.opponent(), tt, killer, start, time_limit, ); if val > max_val { max_val = val; best_move = Some(pos); } if val > alpha { alpha = val; } if alpha >= beta { // 记录 killer move killer.record(depth as usize, pos); break; } } } // 存置换表 let bound = if max_val <= alpha_orig { BoundType::UpperBound } else if max_val >= beta { BoundType::LowerBound } else { BoundType::Exact }; tt.store(hash, depth as u8, max_val as i32, bound, best_move); max_val } } #[cfg(test)] mod tests { use super::*; #[test] fn test_time_limits_per_difficulty() { let ai1 = AlphaBetaAi::new(1); let ai5 = AlphaBetaAi::new(5); assert_eq!(ai1.time_limit(), Duration::from_secs(1)); assert_eq!(ai5.time_limit(), Duration::from_secs(8)); } // 保留原来的回归测试 #[test] fn test_ai_returns_center_on_empty_board() { let board = Board::new(15); let ai = AlphaBetaAi::new(3); let mv = ai.best_move(&board, Color::Black); assert!(mv.is_some()); } #[test] fn test_ai_takes_win() { 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 ); } } ``` - [ ] **Step 2: 验证编译和测试** ```bash cargo test -p gobang-core ai::search ``` Expected: 3 个测试通过。 - [ ] **Step 3: 提交** ```bash git add core/src/ai/search.rs git commit -m "feat: 迭代加深 + TT + Killer + 开局库 + VCF/VCT 集成的 AI 引擎" ``` --- ### Task 8: GUI 适配 **Files:** - Modify: `gui/src/commands.rs` - [ ] **Step 1: 适配 new_game** `AlphaBetaAi::new` 现在接受 difficulty (1-5),不再用 depth。检查 `new_game` 中 AI 初始化是否正确。当前代码已经是 `AlphaBetaAi::new(config.ai_difficulty as usize)`,无需改动。 只需确认编译通过: ```bash cargo check ``` - [ ] **Step 2: 提交(如有改动)** ```bash cargo check && echo "OK — no changes needed" || (git add gui/src/commands.rs && git commit -m "chore: 适配 AI 升级后的 new_game 参数") ``` --- ### Task 9: 最终验证 + 打包 - [ ] **Step 1: 全套验证** ```bash cargo test cargo clippy -- -D warnings npx tsc -b npx vitest run ``` Expected: 全部通过。 - [ ] **Step 2: 构建** ```bash npx tauri build ``` - [ ] **Step 3: 手动测试** - level 1: AI 秒响应 - level 5: AI 思考 5~8 秒,走棋质量明显提升 - 开局:前几手按定式走 --- ## 执行顺序 ``` T1 (Zobrist) → T2 (TT) → T3 (Killer) → T4 (Evaluate) → T5 (Opening) ↓ T6 (VCF/VCT) ←───────────┘ ↓ T7 (Search 重写) ↓ T8 (GUI 适配) ↓ T9 (最终验证) ``` T2-T3-T4-T5 互不依赖,可并行。T6 需要 T4 的评估函数。T7 需要 T1-T6 全部。