1、概述
源码放在文章末尾
该项目实现了五子棋对战AI,可以享受和AI下棋的快乐,项目实现思路如下:
博弈树
●Alpha-Beta剪枝(性能提高较大)
●启发式搜索(性能提高较大)
●落子区域限制(性能提高较大)
●Zobrist哈希(性能小幅提升)
●Qt多线程计算避免界面卡死
●小概率走法剔除
仅进行Alpha-Beta剪枝+落子区域限制,思考两层,计算量在3k-9k,2s内计算完毕;思考四层,计算量在9k-20w,2s~20min内计算完毕.
+启发式搜索,思考两层,思考两层,计算量在900-2k,1s内计算完毕;思考四层,计算量在3k-3w,2s~20s内计算完毕.
+小概率走法剔除,思考两层,思考两层,计算量在24-60,1s内计算完毕;思考5层,计算量在2k-3k,1s内计算完毕;思考7层,计算量在8k-3w,2min~10min内计算完毕
项目界面图如下所示:
项目部分代码如下所示:
#ifndef MAINWINDOW_H
#define MAINWINDOW_H#include <QMainWindow>
#include <QPainter>
#include <QPen>
#include <QDebug>
#include <QMouseEvent>
#include <QString>
#include <vector>
#include <QMessageBox>
#include <random>
#include <ctime>
#include <map>
#include <cmath>
#include <algorithm>
#include <QThread>
#include <QTime>
#include <unordered_map>
#define QOUT qDebug()enum patternID{LongLink=0,Active4,Sleep4,Active3,Sleep3,Active2,Sleep2,Dead4,Dead3,Dead2
};struct step{int x;int y;bool nowWhite;int score;step(int xx=0,int yy=0,bool nw=true){x=xx;y=yy;nowWhite=nw;}
};struct pattern{std::vector<QString> whitePattern;std::vector<QString> blackPattern;int id;int whiteScore;int blackScore;void clear(){whitePattern.clear();blackPattern.clear();}
};namespace Ui {class MainWindow;
}class MainWindow;
class AI:public QObject{Q_OBJECT
public:AI();AI(MainWindow *p):parentWindow(p){}int count;
private:MainWindow* parentWindow;public slots:void getAINextStep();public:int getChessScore(int chess[15][15],int leftEdge=0,int rightEdge=14,int upEdge=0,int downEdge=14);int getLineScore(QString,int whitePatternNum[10],int blackPatternNum[15]);std::vector<step> getPossibleSteps(int chess[15][15],bool white,int leftEdge=0,int rightEdge=14,int upEdge=0,int downEdge=14);int alpha_beta(int chess[15][15], int depth, int alpha, int beta);bool calculateScore(std::vector<step>& possibleSteps,int chess[15][15]);void deleteUselessStep(std::vector<step>& possibleSteps,int chess[15][15]);bool reserveKillStep(std::vector<step>& possibleSteps,int chess[15][15]);signals:void stepReady();
};class MainWindow : public QMainWindow
{Q_OBJECT
friend class AI;
public:explicit MainWindow(QWidget *parent = 0);~MainWindow();void paintEvent(QPaintEvent *e);void mousePressEvent(QMouseEvent *e);void keyPressEvent(QKeyEvent *e);
public slots:void handleAIStep();
signals:void AIShouldMove();
private:QThread AIThread;bool gameOver;int searchDepth;//搜索深度,应当是偶数int killStepSearchDepth;int stepAlreadyMade;//已经走的步数Ui::MainWindow *ui;const int gap=20;constexpr static int boxNum=14;const int boxWidth=gap*boxNum;const int startX=30;const int startY=30;bool nowWhite;//记录当前是否是白子 白色=1 黑色=2int gomoku[boxNum+1][boxNum+1];int gomokuForPaint[boxNum+1][boxNum+1];bool judge(int x,int y,bool nowWhite);bool judge(int chess[15][15],int x, int y, bool nowWhite);int steps;//用于设定搜索范围的步数int AINextX;int AINextY;bool AIIsThinking;std::vector<pattern> patterns;//储存算分的模式std::vector<pattern> lightPatterns;//排序走法用的模式int zobristHash;std::unordered_map<int,int> scoreCache;bool debug;int basicScore[15][15]={{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },{ 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0 },{ 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0 },{ 0, 1, 2, 3, 4, 4, 4, 4, 4, 4, 4, 3, 2, 1, 0 },{ 0, 1, 2, 3, 4, 5, 5, 5, 5, 5, 4, 3, 2, 1, 0 },{ 0, 1, 2, 3, 4, 5, 6, 6, 6, 5, 4, 3, 2, 1, 0 },{ 0, 1, 2, 3, 4, 5, 6, 7, 6, 5, 4, 3, 2, 1, 0 },{ 0, 1, 2, 3, 4, 5, 6, 6, 6, 5, 4, 3, 2, 1, 0 },{ 0, 1, 2, 3, 4, 5, 5, 5, 5, 5, 4, 3, 2, 1, 0 },{ 0, 1, 2, 3, 4, 4, 4, 4, 4, 4, 4, 3, 2, 1, 0 },{ 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0 },{ 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0 },{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } };int zobristWhite[15][15];int zobristBlack[15][15];int XStack[250];//从1开始算int YStack[250];//从1开始算void initPattern();//初始化算分模式
public slots:void restartGame();void regret();};#endif // MAINWINDOW_H