C# Tic-tac-toe评估误差
我试着用不同的板子大小和块数来制作tic-tac-toe,以赢得比赛 我有一个依赖于开放路径的求值函数。例如,如果我们有 O--X O--- --O O--X O--- --O 我们得到10^2(垂直第一列)+10^1(垂直第二列)+10^1(对角线)+10^1(水平第二行)+10^1(水平最后一行) 要获得最佳移动,我使用函数:C# Tic-tac-toe评估误差,c#,evaluation,tic-tac-toe,alpha-beta-pruning,C#,Evaluation,Tic Tac Toe,Alpha Beta Pruning,我试着用不同的板子大小和块数来制作tic-tac-toe,以赢得比赛 我有一个依赖于开放路径的求值函数。例如,如果我们有 O--X O--- --O O--X O--- --O 我们得到10^2(垂直第一列)+10^1(垂直第二列)+10^1(对角线)+10^1(水平第二行)+10^1(水平最后一行) 要获得最佳移动,我使用函数: public Move FindBestMove(Board board, int depth, Game.Player currentTurn, Board.Pie
public Move FindBestMove(Board board, int depth, Game.Player currentTurn, Board.Piece currentPiece, Move move1 = null)
{
if (depth <= 0 || board.AreEmptyPlaces() == false)
{
move1.Score = board.Score;
if (_log)
{
Console.WriteLine("\n" + new String('\t', 4 - depth) +
string.Format("bestScore = {0}, player = {1}, status = {2}", board.Score,
currentTurn, move1.EvaluateResult + "\n"));
}
return move1;
}
List<Move> allMoves = board.GetAllMoves(currentPiece);
Move bestMove = null;
foreach (Move move in allMoves)
{
Board newBoard = (Board)board.Clone();
newBoard.MakeMove(move);
Board newBoardForOpponent = (Board)board.Clone();
Move moveForOppeonent = new Move { Piece = move.Piece == Board.Piece.O ? Board.Piece.X : Board.Piece.O, Position = move.Position, Score = move.Score };
newBoardForOpponent.MakeMove(moveForOppeonent);
IEvaluate evaluateOpenPathForOpponent = new EvaluateOpenPath(newBoardForOpponent.BoardSize, newBoardForOpponent.pieces, currentPiece == Board.Piece.O ? Board.Piece.X : Board.Piece.O, newBoardForOpponent.ToWin);
IEvaluate evaluateOpenPath = new EvaluateOpenPath(newBoard.BoardSize, newBoard.pieces, currentPiece, newBoard.ToWin);
EvaluateResult opponentResult = evaluateOpenPathForOpponent.EvaluateOpponent();
EvaluateResult playerResult = evaluateOpenPath.Evaluate();
if (currentTurn == Game.Player.Computer)
{
newBoard.Score += (playerResult.Score) + (opponentResult.Status == EvaluateResult.EvaluateStatus.Won ? opponentResult.Score : 0);
}
else
{
newBoard.Score += (playerResult.Score) + (opponentResult.Status == EvaluateResult.EvaluateStatus.Lost ? opponentResult.Score : 0);
}
if (currentTurn == Game.Player.Computer && (_initialDepth == depth || _initialDepth - 1 == depth) &&
//(playerResult.Score == 0 && opponentResult.Score == 0) &&
(opponentResult.Status == EvaluateResult.EvaluateStatus.Lost ||
playerResult.Status == EvaluateResult.EvaluateStatus.Won))
{
//bestMove = BestMoveChagneStatus(bestMove, move, playerResult, opponentResult);
bestMove = BestMoveChagneStatus(bestMove, move, playerResult, opponentResult);
bestMove.Source = Move.SourceEnum.LostOrWon;
break;
}
if (_log)
{
Console.WriteLine(
new String('\t', 4 - depth) +
"gracz = {1}, pozycja = {2},wynik = {0}, glebokosc = {3}, status = {4}, (bestmove = {5})",
newBoard.Score, move.Piece, move.Position, depth, move.EvaluateResult, bestMove);
}
Move findBestMove = FindBestMove(newBoard, depth - 1, (currentTurn == Game.Player.Computer ? Game.Player.Human : Game.Player.Computer), (currentPiece == Board.Piece.O ? Board.Piece.X : Board.Piece.O), move);
if (findBestMove != null)
{
if (bestMove == null)
{
bestMove = findBestMove;
}
else
{
if (currentTurn == Game.Player.Computer &&
//(playerResult.Score == 0 && opponentResult.Score == 0) &&
(opponentResult.Status == EvaluateResult.EvaluateStatus.Lost ||
playerResult.Status == EvaluateResult.EvaluateStatus.Won))
{
//bestMove = BestMoveChagneStatus(bestMove, move, playerResult, opponentResult);
bestMove = BestMoveChagneStatus(bestMove, move, playerResult, opponentResult);
bestMove.Source = Move.SourceEnum.LostOrWon;
break;
}
if (bestMove.EvaluateResult == EvaluateResult.EvaluateStatus.None && findBestMove.EvaluateResult != EvaluateResult.EvaluateStatus.None)
{
bestMove = BestMoveChagneStatus(bestMove, findBestMove, playerResult, opponentResult);
bestMove.Source = Move.SourceEnum.Status;
}
else if (bestMove.EvaluateResult == EvaluateResult.EvaluateStatus.Lost &&
findBestMove.EvaluateResult == EvaluateResult.EvaluateStatus.Won)
{
bestMove = BestMoveChagneStatus(bestMove, findBestMove, playerResult, opponentResult);
bestMove.Source = Move.SourceEnum.Status;
}
else if (findBestMove.Score > bestMove.Score && findBestMove.EvaluateResult == EvaluateResult.EvaluateStatus.Won)
{
bestMove = BestMoveChagneStatus(bestMove, findBestMove, playerResult, opponentResult);
bestMove.Source = Move.SourceEnum.Score;
}
else if (findBestMove.Score == bestMove.Score && Random.NextDouble() > 0.00 && findBestMove.EvaluateResult == EvaluateResult.EvaluateStatus.Won)
{
bestMove = BestMoveChagneStatus(bestMove, findBestMove, playerResult, opponentResult);
bestMove.Source = Move.SourceEnum.Score;
}
}
}
}
return bestMove;
}
private static Move BestMoveChagneStatus(Move bestMove, Move move, EvaluateResult playerResult,
EvaluateResult opponentResult)
{
bestMove = move;
if (playerResult.Status != EvaluateResult.EvaluateStatus.None)
{
bestMove.EvaluateResult = playerResult.Status;
}
else if (opponentResult.Status != EvaluateResult.EvaluateStatus.None)
{
bestMove.EvaluateResult = opponentResult.Status;
}
else
{
bestMove.EvaluateResult = EvaluateResult.EvaluateStatus.None;
}
return bestMove;
}
public Move FindBestMove(棋盘,整数深度,游戏。玩家当前回合,棋盘。棋子当前棋子,移动移动1=null)
{
if(depth bestMove.Score&&findBestMove.EvaluateResult==EvaluateResult.evaluateTestatus.Won)
{
bestMove=BestMoveChagneStatus(bestMove、findBestMove、playerResult、opponentResult);
bestMove.Source=Move.SourceEnum.Score;
}
else if(findBestMove.Score==bestMove.Score&&Random.NextDouble()>0.00&&findBestMove.EvaluateResult==EvaluateResult.EvaluateStatus.Won)
{
bestMove=BestMoveChagneStatus(bestMove、findBestMove、playerResult、opponentResult);
bestMove.Source=Move.SourceEnum.Score;
}
}
}
}
返回最佳移动;
}
私有静态移动最佳移动状态(移动最佳移动、移动、评估结果playerResult、,
评估结果对手结果)
{
最佳移动=移动;
if(playerResult.Status!=EvaluateResult.evaluateTestatus.None)
{
bestMove.EvaluateResult=playerResult.Status;
}
else if(opponentResult.Status!=EvaluateResult.EvaluateStatus.None)
{
bestMove.EvaluateResult=对手结果状态;
}
其他的
{
bestMove.EvaluateResult=EvaluateResult.evaluateTestatus.None;
}
返回最佳移动;
}
程序找到移动,但它并不总是最好的。尤其是当对手有2次获胜机会时,他看不到任何动作。而且当算法有制胜招式时,他会首先阻挡对手。例如:
XO-
XO-
---
XO-
XO-
---
若计算机是O,他会先阻止X,但它不应该
你能告诉我这个功能有什么可以改进的吗?也许有一个我看不到的错误:(评估函数工作得很好,我编写了单元测试来测试它。您可能想看看针对这类问题的典型游戏算法:特别是negamax和alpha/beta修剪。您似乎对OOP有点过火。请尝试简化代码,使其更易于理解。这非常冗长……就像Jar一样ed说OOP可能会碍事。我的意思是,我试图帮助调试你的代码,但是有太多明显的冗余。。。