Example #1
0
func minCc(nodes []TreeNode, depth int, depthLimit int, roundColor int) *TreeNode {

	var maxNodes []TreeNode
	var minNode TreeNode

	for _, node := range nodes {
		// 如果此展开的节点已吃了对方老帅,则直接返回
		if boardHelper.GeneralBeTaken(node.Board, node.RoundColor) {
			node.Score = -SCORE_WIN_LIMIT
			return &node
		}
		maxNodes = append(maxNodes, *maxCc(expandNode(node, roundColor), depth+1, depthLimit, roundColor))
	}

	// find the min node in the minNodes
	minScore := SCORE_WIN_LIMIT

	for _, node := range maxNodes {
		if node.Score <= minScore {
			minNode = node
			minScore = node.Score
		}
	}
	//fmt.Printf("\n\nscore of minnode is %d. with move %s\n and parent move: %s",
	//	minNode.Score, minNode.Move, minNode.Parent.Parent.Move)
	minNode.Parent.Score = minScore
	return minNode.Parent

}
Example #2
0
File: mm.go Project: archcra/pep
func rivalUnderCheck(node TreeNode, roundColor int) bool {

	nodes := expandNode(node, roundColor)
	for _, nodeItem := range nodes {
		// 如果此展开的节点自己老帅被吃了,则直接返回最小值
		if boardHelper.GeneralBeTaken(nodeItem.Board, roundColor) {
			return true
		}
	}
	return false
}
Example #3
0
func maxCc(nodes []TreeNode, depth int, depthLimit int, roundColor int) *TreeNode {

	// max 展开的节点,表明当前的评估分数,和要得出步骤的棋子颜色相同
	var minNodes []TreeNode
	var maxNode TreeNode

	//fmt.Printf("total nodes are: %d with color:%d", len(nodes), nodes[0].RoundColor)
	for _, node := range nodes {
		// 如果此展开的节点已吃了对方老帅,则直接返回
		if boardHelper.GeneralBeTaken(node.Board, node.RoundColor) {
			node.Score = SCORE_WIN_LIMIT
			return &node
		} else {
			// 如果展开的节点不带将,将忽略此节点,不再展开
			if rivalUnderCheck(node, node.RoundColor) && depth != depthLimit {
				//fmt.Print("\n---->rival under check with move: %s \n", node.Move)
				minNodes = append(minNodes, *minCc(expandNode(node, -roundColor), depth+1, depthLimit, roundColor))
			}
		}
	}

	// find the max node in the minNodes
	maxScore := -SCORE_WIN_LIMIT

	for _, node := range minNodes {
		if node.Score >= maxScore {
			maxNode = node
			maxScore = node.Score
		}
	}

	// 如果没有可展开结点,即被完全憋死了(如3aga3/3ShS3/4S4/9/9/9/9/9/9/4G4,如轮到黑,则完全没有可走之步)
	//另一局,7子: (9/3ShS3/3aga3/9/9/9/9/9/9/3G5) // TODO
	//maxNode.Parent.Score = maxNode.Score
	if maxNode.Parent == nil { //所有的红方招法都没将,找不到下级展开
		//也可能是达到了深度
		//fmt.Printf("\n --> Nil found, with maxScore = %d and move =%s "+
		//"and minNodes count: %d and nodes.count=%d and depth is %d \n",
		//maxScore, maxNode.Move, len(minNodes), len(nodes), depth)
		nodes[0].Score = -SCORE_WIN_LIMIT
		return &nodes[0] // TODO,如果nodes的长度为0,如何处理?
	}
	return maxNode.Parent
}
Example #4
0
File: mm0.go Project: archcra/pep
func max(nodes []TreeNode, depth int, depthLimit int, roundColor int) *TreeNode {

	//console.log("in max: , nodes are: ", nodes);
	// max 展开的节点,表明当前的评估分数,和要得出步骤的棋子颜色相同
	var minNodes []TreeNode
	var maxNode TreeNode

	for _, node := range nodes {
		// 如果此展开的节点已吃了对方老帅,则直接返回
		if boardHelper.GeneralBeTaken(node.Board, node.RoundColor) {
			return &node
		}

		if depth == depthLimit {
			node.Score = boardHelper.Evaluate(node.Board) * roundColor
			minNodes = append(minNodes, node)

		} else {
			minNodes = append(minNodes, *min(expandNode(node, roundColor*-1), depth+1, depthLimit, roundColor))
		}
	}

	// find the max node in the minNodes
	maxScore := -SCORE_WIN_LIMIT

	for _, node := range minNodes {
		//fmt.Printf("\n++for each max, min score is: %d with move %s\n", node.Score, node.Parent.Move)
		if node.Score > maxScore {
			maxNode = node
			maxScore = node.Score
		}
	}
	//fmt.Printf("\n\n\n ____MaxScore is %d and MaxNode Parent Move is %s.\n", maxScore, maxNode.Parent.Move)

	// 如果没有可展开结点,即被完全憋死了(如3aga3/3ShS3/4S4/9/9/9/9/9/9/4G4,如轮到黑,则完全没有可走之步)
	//另一局,7子: (9/3ShS3/3aga3/9/9/9/9/9/9/3G5) // TODO
	//maxNode.Parent.Score = maxNode.Score
	if depth == 1 {
		return maxNode.Parent
	}
	return &maxNode
}
Example #5
0
File: mm0.go Project: archcra/pep
func min(nodes []TreeNode, depth int, depthLimit int, roundColor int) *TreeNode {

	var maxNodes []TreeNode
	var minNode TreeNode

	for _, node := range nodes {
		// 如果此展开的节点自己老帅被吃了,则直接返回最小值
		if boardHelper.GeneralBeTaken(node.Board, node.RoundColor) {
			node.Score = -SCORE_WIN_LIMIT
			return &node
		}

		if depth == depthLimit {
			node.Score = boardHelper.Evaluate(node.Board) * roundColor
			//fmt.Printf("======min node score is %d and board fen is %s=====", node.Score, boardHelper.Board2Fen(node.Board))
			maxNodes = append(maxNodes, node)
		} else {
			maxNodes = append(maxNodes, *max(expandNode(node, roundColor), depth+1, depthLimit, roundColor))
		}
	}

	// find the min node in the minNodes
	minScore := SCORE_WIN_LIMIT

	for _, node := range maxNodes {
		if node.Score < minScore {
			minNode = node
			minScore = node.Score
		}
	}

	//fmt.Printf("minNode is %q with score: %d.", minNode, minScore)
	//	minNode.Parent.Score = minNode.Score
	//fmt.Printf("min node move is %s and score is %d.", minNode.Move, minNode.Score)

	//if depth == depthLimit {
	return &minNode
	//} else {
	//	return minNode.Parent
	//}
}