我在cpp中编写了一个XO游戏ai与玩家,并使用minimax和alpha beta剪枝,我用经典XO游戏编写的这个游戏的不同之处在于玩家和ai可以在每轮中玩任何标记。这意味着人工智能可以在第一轮中玩x,而玩家可以像第一轮中的ai一样玩x,这样他们就可以在每一轮中玩任何东西。人工智能的目标是阻止玩家获胜。所以我写了这个游戏,但问题是我不确定评估函数,因为我无法处理标记可以是动态的:
int evaluate()
{
// Check for all the rows and columns for win
for (int i = 0; i < 3; i++) {
if ((board[i][0] == board[i][1]) && (board[i][1] == board[i][2]))
{
if (board[i][0] == aiMark && board[i][0] == playerMark)
return +20;
else if (board[i][0] == playerMark && board[i][0] != aiMark)
return -10;
}
}
for (int i = 0; i < 3; i++) {
if ((board[0][i] == board[1][i]) && (board[1][i] == board[2][i]))
{
if (board[0][i] == aiMark && board[0][i] == playerMark)
return +20;
else if (board[0][i] == playerMark && board[0][i] != aiMark)
return -10;
}
}
// Check for the diagonals for win
if ((board[0][0] == board[1][1]) && (board[1][1] == board[2][2]))
{
if (board[0][0] == aiMark && board[0][0] == playerMark)
return +20;
else if (board[0][0] == playerMark && board[0][0] != aiMark)
return -10;
}
if ((board[0][2] == board[1][1]) && (board[1][1] == board[2][0]))
{
if (board[0][2] == aiMark && board[0][2] == playerMark)
return +20;
else if (board[0][2] == playerMark && board[0][2] != aiMark)
return -10;
}
// no winner
return 0;
int minimax(vector<vector<char>>& board, int depth, bool isMax, int alpha, int beta)
{
int score = evaluate();
if (score == 20) return score - depth;
if (score == -10) return score + depth;
if (isBoardFull()) return 0;
if (isMax)
{
int best = -1000;
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
if (board[i][j]==' ')
{
board[i][j] = aiMark;
int val = minimax(board, depth+10, !isMax, alpha, beta);
best = max(best, val);
alpha = max(alpha, best);
board[i][j] = ' ';
// Alpha Beta Pruning
if (beta <= alpha)
break;
}
}
}
return best;
}
else
{
int best = 1000;
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
if (board[i][j] == ' ')
{
board[i][j] = playerMark;
int val = minimax(board, depth+10, !isMax, alpha, beta);
best = min(best, val);
beta = min(beta, best);
board[i][j] = ' ';
// Alpha Beta Pruning
if (beta <= alpha)
break;
}
}
}
return best;
}
}
}
不确定评估函数,正在寻找基于极小极大和动态标记的良好评估函数。
你可以尝试类似的事情:
int evaluate() {
int xScore = 0, oScore = 0;
// Evaluate the score for 'X' and 'O' separately
xScore += evaluateMark('X');
oScore += evaluateMark('O');
// Deduct points if the opponent has a winning opportunity
// This could be adjusted based on the strategic preference of blocking over winning
if (playerCanWinNext('X')) xScore -= 50;
if (playerCanWinNext('O')) oScore -= 50;
// The final score is a combination of both 'X' and 'O' evaluations
// This could be weighted if you want the AI to prefer one mark over the other
return xScore + oScore;
}