计算特定深度的极小极大树中的移动分数

问题描述 投票:0回答:2

我用 C 实现了一个国际象棋游戏,具有以下结构:

move - 表示在棋盘 [8][8](国际象棋棋盘)上从 (a,b) 移动到 (c,d)

移动 - 这是带有头和尾的移动的链接列表。

变量: Playing_color 为“W”或“B”。 minimax_depth 是之前设置的 minimax 深度。

这是我的带有 alpha-beta 剪枝的 Minimax 函数和 getMoveScore 函数的代码,该函数应该返回之前设置的某个 minimax_深度的 Minimax 树中移动的分数。

我还使用了 getBestMoves 函数,我也会在这里列出它,它基本上会在 Minimax 算法中找到最佳移动,并将它们保存到全局变量中,以便我以后能够使用它们。

我必须补充一点,我将在此处添加的三个函数中列出的所有函数都可以正常工作并经过测试,因此问题要么是alphabetaMax算法的逻辑问题,要么是alphaMax算法的实现问题 getBestMoves/getMoveScore。

问题主要是,当我在深度 N 处获得最佳动作(这也无法正确计算),然后使用 getMoveScore 函数检查相同深度上的分数时,我得到的分数与这些实际最佳动作的得分。我花了几个小时来调试这个,但看不到错误,我希望有人能给我一个发现问题的提示。

代码如下:

/*
* Getting best possible moves for the playing color with the minimax algorithm
*/
moves* getBestMoves(char playing_color){
    //Allocate memory for the best_moves which is a global variable to fill it in   a minimax algorithm//
    best_moves = calloc(1, sizeof(moves));
    //Call an alpha-beta pruned minimax to compute the best moves//
    alphabeta(playing_color, board, minimax_depth, INT_MIN, INT_MAX, 1);
    return best_moves;
}

/*
* Getting the score of a given move for a current player
*/
int getMoveScore(char playing_color, move* curr_move){
    //Allocate memory for best_moves although its not used so its just freed    later//
    best_moves = calloc(1, sizeof(moves));
    int score;
    char board_cpy[BOARD_SIZE][BOARD_SIZE];
    //Copying a a current board and making a move on that board which score I   want to compute//
    boardCopy(board, board_cpy);
    actualBoardUpdate(curr_move, board_cpy, playing_color);
    //Calling the alphabeta Minimax now with the opposite color , a board after     a given move and as a minimizing player, because basicly I made my move so  its now the opponents turn and he is the minimizing player//
    score = alphabeta(OppositeColor(playing_color), board_cpy, minimax_depth, INT_MIN, INT_MAX, 0);
    freeMoves(best_moves->head);
    free(best_moves);
    return score;
}

/*
* Minimax function - finding the score of the best move possible from the input board
*/
int alphabeta(char playing_color, char curr_board[BOARD_SIZE][BOARD_SIZE], int depth,int alpha,int beta, int maximizing) {
    if (depth == 0){
        //If I'm at depth 0 I'm evaluating the current board with my scoring            function//
        return scoringFunc(curr_board, playing_color);
    }
    int score;
    int max_score;
    char board_cpy[BOARD_SIZE][BOARD_SIZE];
    //I'm getting all the possible legal moves for the playing color//
    moves * all_moves = getMoves(playing_color, curr_board);
    move* curr_move = all_moves->head;
    //If its terminating move I'm evaluating board as well, its separate from depth == 0 because    only here I want to free memory//
    if (curr_move == NULL){
        free(all_moves);
        return scoringFunc(curr_board,playing_color);
    }
    //If maximizing player is playing//
    if (maximizing) {
        score = INT_MIN;
        max_score = score;
        while (curr_move != NULL){
            //Make the move and call alphabeta with the current board               after the move for opposite color and !maximizing player//
            boardCopy(curr_board, board_cpy);
            actualBoardUpdate(curr_move, board_cpy, playing_color);
            score = alphabeta(OppositeColor(playing_color), board_cpy, depth - 1,alpha,beta, !maximizing);
            
            alpha = MAX(alpha, score);
            if (beta <= alpha){
                break;
            }
            //If I'm at the maximum depth I want to get current player              best moves//
            if (depth == minimax_depth){
                move* best_move;
                //If I found a move with a score that is bigger then                    the max score, I will free all previous moves and                   append him, and update the max_score//
                if (score > max_score){
                    max_score = score;
                    freeMoves(best_moves->head);
                    free(best_moves);
                    best_moves = calloc(1, sizeof(moves));
                    best_move = copyMove(curr_move);
                    concatMoves(best_moves, best_move);
                }
                //If I have found a move with the same score and want                   to concatenate it to a list of best moves//
                else if (score == max_score){
                    best_move = copyMove(curr_move);
                    concatMoves(best_moves, best_move);
                }
                
            }
            //Move to the next move//
            curr_move = curr_move->next;
        }
        freeMoves(all_moves->head);
        free(all_moves);
        return alpha;
    }
    else {
        //The same as maximizing just for a minimizing player and I dont want       to look for best moves here because I dont want to minimize my          outcome//
        score = INT_MAX;
        while (curr_move != NULL){
            boardCopy(curr_board, board_cpy);
            actualBoardUpdate(curr_move, board_cpy, playing_color);
            score = alphabeta(OppositeColor(playing_color), board_cpy, depth - 1,alpha,beta, !maximizing);
            beta = MIN(beta, score);
            if (beta <= alpha){
                break;
            }
            curr_move = curr_move->next;
        }
        freeMoves(all_moves->head);
        free(all_moves);
        return beta;
    }
}

正如尤金所指出的,我在这里添加一个例子: http://imageshack.com/a/img910/4643/fmQvlm.png

我目前是白色玩家,我只有king-k和queen-q,相反的颜色有king-K和rook-R。显然,我在这里最好的举动是吃掉车或至少造成过牌。棋子的移动经过测试,效果良好。尽管当我在深度 3 处调用 get_best_moves 函数时,我在该深度处得到了很多不必要的移动和负分。也许现在更清楚了一点。谢谢!

c algorithm chess minimax alpha-beta-pruning
2个回答
0
投票

在不调试整个代码的情况下,至少有一个问题是您的分数验证可能适用于极小极大算法,但不适用于 Alpha-Beta。以下问题:

getMoveScore() 函数必须从打开的 AB 窗口开始。

getBestMoves() 然而使用已经关闭的 AB 窗口调用 getMoveScore()。

因此,在 getBestMoves 的情况下,可能存在未在 getMoveScore() 中修剪的分支,因此分数不准确,这就是这些值可能不同的原因(或至少其中之一)。


0
投票

我也没有尝试调试你的代码,但在快速查看代码后发现了一些奇怪的东西:递归函数alphabeta在递归调用之前更新板,并且在递归调用之后不恢复板。这意味着 while 循环中的下一个调用不适用于同一块板。它可以解释奇怪的行为。

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