Java 如何让Minimax Alpha-Beta算法发挥作用?
我已经开发了一个使用minimax和alpha-beta的象棋引擎,但是我想通过玩自己的游戏来测试我的算法,电脑对电脑。我什么都试过了,都没有用。只是想知道我会怎么做Java 如何让Minimax Alpha-Beta算法发挥作用?,java,artificial-intelligence,chess,minimax,alpha-beta-pruning,Java,Artificial Intelligence,Chess,Minimax,Alpha Beta Pruning,我已经开发了一个使用minimax和alpha-beta的象棋引擎,但是我想通过玩自己的游戏来测试我的算法,电脑对电脑。我什么都试过了,都没有用。只是想知道我会怎么做 public class Main { static JTextArea textField; public static void main(String[] args) { while ( 'K' != ABChess.board[ABChess.kingLocationUU/8][ABCh
public class Main {
static JTextArea textField;
public static void main(String[] args) {
while ( 'K' != ABChess.board[ABChess.kingLocationUU/8][ABChess.kingLocationUU%8]) {ABChess.kingLocationUU++;}
while ( 'k' != ABChess.board[ABChess.kingLocationLL/8][ABChess.kingLocationLL%8]) {ABChess.kingLocationLL++;}
Asset.init("/images/ChessPiecess.png");
ABChess.updateKingLocations();
//print();
JPanel depthPanel = depthPanel();
JPanel optionPanel = optionPanel();
JPanel logPanel = logPanel();
JPanel menuPanel = new JPanel();
menuPanel.setPreferredSize(new Dimension(140, 100));
menuPanel.setLayout(new BoxLayout(menuPanel, BoxLayout.Y_AXIS));
menuPanel.add(depthPanel);
menuPanel.add(optionPanel);
menuPanel.add(logPanel);
GUInterface gui = new GUInterface();
JPanel panel = new JPanel(new BorderLayout());
panel.add(gui);
panel.add(menuPanel, BorderLayout.EAST);
JFrame frame = new JFrame(ABChess.title);
frame.setSize(ABChess.width, ABChess.height);
frame.add(panel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(true);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
System.out.println(ABChess.possibleMoves());
ABChess.playerChoice = JOptionPane.showOptionDialog(null, "Who wants to make the first move?", "Who moves first?", JOptionPane.YES_NO_OPTION, JOptionPane.QUESTION_MESSAGE, null, ABChess.options, ABChess.options[0]);
if (ABChess.playerChoice == 0){
ABChess.flipBoard();
long startTime=System.currentTimeMillis();
Move autoMove = AlphaBeta.alphaBeta(ABChess.gameDepth, 1000000, -1000000, new Move(), 0);
long endTime=System.currentTimeMillis();
ABChess.makeMove(autoMove);
ABChess.flipBoard();
System.out.println("COMPUTER'S MOVE TOOK "+((endTime-startTime)/1000.0)+" SECONDS");
ABChess.printBoard();
frame.repaint();
displayMessage("Took "+((endTime-startTime)/1000.0)+" seconds");
}
}
这是运行文件时对算法的初始调用
public void mousePressed(MouseEvent event) {
if ( event.getX() < 8*sizeOfSquare && event.getY() < 8*sizeOfSquare) {
mouseX = event.getX();
mouseY = event.getY();
repaint();
}
}
public void mouseReleased(MouseEvent event) {
if (event.getX() < 8*sizeOfSquare && event.getY() < 8*sizeOfSquare) {
newMouseX = event.getX();
newMouseY = event.getY();
if (event.getButton() == MouseEvent.BUTTON1) {
// Regular move
Move legalMovesMove = new Move(mouseY/sizeOfSquare, mouseX/sizeOfSquare, newMouseY/sizeOfSquare, newMouseX/sizeOfSquare, Test6.board[newMouseY/sizeOfSquare][newMouseX/sizeOfSquare]);
java.util.List<Move> legalMoves = ABChess.possibleMoves();
for(Move m : legalMoves) {
if (m.equals(legalMovesMove)) {
ABChess.makeMove(legalMovesMove);
ABChess.flipBoard();
long startTime=System.currentTimeMillis();
Move autoMove = AlphaBeta.alphaBeta(ABChess.gameDepth, 1000000, -1000000, new Move(), 0);
long endTime=System.currentTimeMillis();
ABChess.makeMove(autoMove);
ABChess.flipBoard();
System.out.println("COMPUTER'S MOVE TOOK "+((endTime-startTime)/1000.0)+" SECONDS");
ABChess.printBoard();
repaint();
}
}
checkMate = ABChess.kingSafe();
if(checkMate == false){
int yes = JOptionPane.showOptionDialog(null, "Do you want to make the first move?", "Who moves first?", JOptionPane.YES_NO_OPTION, JOptionPane.QUESTION_MESSAGE, null, null, JOptionPane.YES_OPTION);
if (yes == JOptionPane.YES_OPTION){
ABChess.resetGame();
repaint();
} else if (yes == JOptionPane.NO_OPTION){
System.exit(0);
}
}
legalMoves = ABChess.possibleMoves();
if (legalMoves.size() == 0) {
ABChess.playAgain = JOptionPane.showOptionDialog(null, "Stalemate! Wanna play again?", "Draw!", JOptionPane.YES_NO_OPTION,
JOptionPane.QUESTION_MESSAGE, null, ABChess.choice, ABChess.choice[1]);
if (ABChess.playAgain == 0) {
System.out.println("Yes I will");
ABChess.resetGame();
repaint();
} else {
System.exit(0);
}
}
}
}
}
public void mousePressed(MouseEvent事件){
if(event.getX()<8*sizeOfSquare&&event.getY()<8*sizeOfSquare){
mouseX=event.getX();
mouseY=event.getY();
重新油漆();
}
}
公共无效MouseEvent事件(MouseEvent事件){
if(event.getX()<8*sizeOfSquare&&event.getY()<8*sizeOfSquare){
newMouseX=event.getX();
newMouseY=event.getY();
if(event.getButton()==MouseEvent.BUTTON1){
//常规动作
Move-legalMovesMove=新移动(mouseY/sizeOfSquare、mouseX/sizeOfSquare、newMouseY/sizeOfSquare、newMouseX/sizeOfSquare、newMouseX/sizeOfSquare、Test6.board[newMouseY/sizeOfSquare][newMouseX/sizeOfSquare]);
java.util.List legalMoves=ABChess.possibleMoves();
对于(移动m:legalMoves){
如果(m.equals(legalMovesMove)){
ABChess.makeMove(legalMovesMove);
ABChess.flipBoard();
long startTime=System.currentTimeMillis();
Move autoMove=AlphaBeta.AlphaBeta(ABChess.gameDepth,1000000,-1000000,new Move(),0);
long-endTime=System.currentTimeMillis();
ABChess.makeMove(自动移动);
ABChess.flipBoard();
System.out.println(“计算机的移动花费了”+((结束时间开始时间)/1000.0)+“秒”);
ABChess.printBoard();
重新油漆();
}
}
将死=ABChess.kingSafe();
如果(将死==false){
int yes=JOptionPane.showOptionDialog(null,“您想做第一步吗?”,“谁先移动?”,JOptionPane.yes\u NO\u选项,JOptionPane.QUESTION\u消息,null,null,JOptionPane.yes\u选项);
if(yes==JOptionPane.yes\u选项){
ABChess.resetGame();
重新油漆();
}else if(yes==JOptionPane.NO_选项){
系统出口(0);
}
}
legalMoves=ABChess.possibleMoves();
如果(legalMoves.size()==0){
ABChess.playteach=JOptionPane.showOptionDialog(null,“僵局!想再玩吗?”,“平局!”,JOptionPane.YES\u NO\u选项,
JOptionPane.QUESTION_消息,null,ABChess.choice,ABChess.choice[1]);
如果(ABChess.playtore==0){
System.out.println(“是的,我会”);
ABChess.resetGame();
重新油漆();
}否则{
系统出口(0);
}
}
}
}
}
这就是每次释放鼠标时调用算法的地方。不知道如何编码到它使用白色棋子而不是我玩的地方。我通常会将玩家与游戏分开,游戏会请求玩家对象的交互。玩家对象可以是一个人(因此所需的输入被委托给某个UI),也可以是一个AI,因此它将被委托给某个决定哪一步是最好的实现 我建议在ABChess游戏中使用对象,而不是静态方法 因此,通过一点重构,并将UI与逻辑分离,它可以如下所示:
interface Player {
Move decide(List<Move> legalMoves);
}
class ChessGame {
ABChess game;
Player player1;
Player player2;
UIInterface ui;
ChessGame(Player player1, Player player2, UIInterface ui) {
this.player1 = player1;
this.player2 = player2;
this.ui = ui;
game = ...
}
public void simulate() {
// ... initial ui ...
boolean player1Turn = true;
do {
Move move = null;
if (player1Turn) {
move = player1.decide(game.possibleMoves());
} else {
move = player2.decide(game.possibleMoves());
}
game.makeMove(move);
// ... update ui ...
player1Turn = !player1Turn;
// check if somebody has won ...
} while (game.isRunning());
// ... update ui with the game result ...
}
}
界面播放器{
移动决定(列出法律移动);
}
阶级棋局{
国际象棋比赛;
玩家1;
玩家2;
界面界面;
棋类游戏(玩家玩家1、玩家玩家2、ui界面){
this.player1=player1;
this.player2=player2;
this.ui=ui;
游戏=。。。
}
公共空间模拟(){
//…初始用户界面。。。
布尔player1Turn=true;
做{
Move=null;
如果(播放者1转){
move=player1.decision(game.possibleMoves());
}否则{
move=player2.decision(game.possibleMoves());
}
游戏。makeMove(移动);
//…更新用户界面。。。
player1Turn=!player1Turn;
//检查是否有人赢了。。。
}while(game.isRunning());
//…使用游戏结果更新ui。。。
}
}
一旦完成,模拟游戏就变得很容易了。您只需使用合适的玩家启动棋盘游戏
,并调用simulate方法。在这一点上,您还可以决定完全跳过UI演示(这样学习速度会更快)