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TINY-GOBANG 最精简的五子棋人机对战

国庆没事,想看看最少多少行可以写一个人机对战起来游戏,于是有了这个Python版五子棋人机对战,仅仅几百行。

http://www.skywind.me/mw/images/7/7f/Gobang.7z

https://github.com/skywind3000/gobang

下面是代码(点击More展开)

#! /usr/bin/env python
# -*- coding: utf-8 -*-
import sys, time


#----------------------------------------------------------------------
# chessboard: 棋盘类,简单从字符串加载棋局或者导出字符串,判断输赢等
#----------------------------------------------------------------------
class chessboard (object):

	def __init__ (self, forbidden = 0):
		self.__board = [ [ 0 for n in xrange(15) ] for m in xrange(15) ]
		self.__forbidden = forbidden
		self.__dirs = ( (-1, 0), (-1, 1), (0, 1), (1, 1), (1, 0), \
			(1, -1), (0, -1), (-1, -1) )
		self.DIRS = self.__dirs
		self.won = {}
	
	# 清空棋盘
	def reset (self):
		for j in xrange(15):
			for i in xrange(15):
				self.__board[i][j] = 0
		return 0
	
	# 索引器
	def __getitem__ (self, row):
		return self.__board[row]

	# 将棋盘转换成字符串
	def __str__ (self):
		text = '  A B C D E F G H I J K L M N O\n'
		mark = ('. ', 'O ', 'X ')
		nrow = 0
		for row in self.__board:
			line = ''.join([ mark[n] for n in row ])
			text += chr(ord('A') + nrow) + ' ' + line
			nrow += 1
			if nrow < 15: text += '\n'
		return text
	
	# 转成字符串
	def __repr__ (self):
		return self.__str__()

	def get (self, row, col):
		if row < 0 or row >= 15 or col < 0 or col >= 15:
			return 0
		return self.__board[row][col]

	def put (self, row, col, x):
		if row >= 0 and row < 15 and col >= 0 and col < 15:
			self.__board[row][col] = x
		return 0
	
	# 判断输赢,返回0(无输赢),1(白棋赢),2(黑棋赢)
	def check (self):
		board = self.__board
		dirs = ((1, -1), (1, 0), (1, 1), (0, 1))
		for i in xrange(15):
			for j in xrange(15):
				if board[i][j] == 0: continue
				id = board[i][j]
				for d in dirs:
					x, y = j, i
					count = 0
					for k in xrange(5):
						if self.get(y, x) != id: break
						y += d[0]
						x += d[1]
						count += 1
					if count == 5:
						self.won = {}
						r, c = i, j
						for z in xrange(5):
							self.won[(r, c)] = 1
							r += d[0]
							c += d[1]
						return id
		return 0
	
	# 返回数组对象
	def board (self):
		return self.__board
	
	# 导出棋局到字符串
	def dumps (self):
		import StringIO
		sio = StringIO.StringIO()
		board = self.__board
		for i in xrange(15):
			for j in xrange(15):
				stone = board[i][j]
				if stone != 0:
					ti = chr(ord('A') + i)
					tj = chr(ord('A') + j)
					sio.write('%d:%s%s '%(stone, ti, tj))
		return sio.getvalue()
	
	# 从字符串加载棋局
	def loads (self, text):
		self.reset()
		board = self.__board
		for item in text.strip('\r\n\t ').replace(',', ' ').split(' '):
			n = item.strip('\r\n\t ')
			if not n: continue
			n = n.split(':')
			stone = int(n[0])
			i = ord(n[1][0].upper()) - ord('A')
			j = ord(n[1][1].upper()) - ord('A')
			board[i][j] = stone
		return 0

	# 设置终端颜色
	def console (self, color):
		if sys.platform[:3] == 'win':
			try: import ctypes
			except: return 0
			kernel32 = ctypes.windll.LoadLibrary('kernel32.dll')
			GetStdHandle = kernel32.GetStdHandle
			SetConsoleTextAttribute = kernel32.SetConsoleTextAttribute
			GetStdHandle.argtypes = [ ctypes.c_uint32 ]
			GetStdHandle.restype = ctypes.c_size_t
			SetConsoleTextAttribute.argtypes = [ ctypes.c_size_t, ctypes.c_uint16 ]
			SetConsoleTextAttribute.restype = ctypes.c_long
			handle = GetStdHandle(0xfffffff5)
			if color < 0: color = 7
			result = 0
			if (color & 1): result |= 4
			if (color & 2): result |= 2
			if (color & 4): result |= 1
			if (color & 8): result |= 8
			if (color & 16): result |= 64
			if (color & 32): result |= 32
			if (color & 64): result |= 16
			if (color & 128): result |= 128
			SetConsoleTextAttribute(handle, result)
		else:
			if color >= 0:
				foreground = color & 7
				background = (color >> 4) & 7
				bold = color & 8
				sys.stdout.write(" \033[%s3%d;4%dm"%(bold and "01;" or "", foreground, background))
				sys.stdout.flush()
			else:
				sys.stdout.write(" \033[0m")
				sys.stdout.flush()
		return 0
	
	# 彩色输出
	def show (self):
		print '  A B C D E F G H I J K L M N O'
		mark = ('. ', 'O ', 'X ')
		nrow = 0
		self.check()
		color1 = 10
		color2 = 13
		for row in xrange(15):
			print chr(ord('A') + row),
			for col in xrange(15):
				ch = self.__board[row][col]
				if ch == 0: 
					self.console(-1)
					print '.',
				elif ch == 1:
					if (row, col) in self.won:
						self.console(9)
					else:
						self.console(10)
					print 'O',
					#self.console(-1)
				elif ch == 2:
					if (row, col) in self.won:
						self.console(9)
					else:
						self.console(13)
					print 'X',
					#self.console(-1)
			self.console(-1)
			print ''
		return 0


#----------------------------------------------------------------------
# evaluation: 棋盘评估类,给当前棋盘打分用
#----------------------------------------------------------------------
class evaluation (object):

	def __init__ (self):
		self.POS = []
		for i in xrange(15):
			row = [ (7 - max(abs(i - 7), abs(j - 7))) for j in xrange(15) ]
			self.POS.append(tuple(row))
		self.POS = tuple(self.POS)
		self.STWO = 1		# 冲二
		self.STHREE = 2		# 冲三
		self.SFOUR = 3		# 冲四
		self.TWO = 4		# 活二
		self.THREE = 5		# 活三
		self.FOUR = 6		# 活四
		self.FIVE = 7		# 活五
		self.DFOUR = 8		# 双四
		self.FOURT = 9		# 四三
		self.DTHREE = 10	# 双三
		self.NOTYPE = 11	
		self.ANALYSED = 255		# 已经分析过
		self.TODO = 0			# 没有分析过
		self.result = [ 0 for i in xrange(30) ]		# 保存当前直线分析值
		self.line = [ 0 for i in xrange(30) ]		# 当前直线数据
		self.record = []			# 全盘分析结果 [row][col][方向]
		for i in xrange(15):
			self.record.append([])
			self.record[i] = []
			for j in xrange(15):
				self.record[i].append([ 0, 0, 0, 0])
		self.count = []				# 每种棋局的个数:count[黑棋/白棋][模式]
		for i in xrange(3):
			data = [ 0 for i in xrange(20) ]
			self.count.append(data)
		self.reset()

	# 复位数据
	def reset (self):
		TODO = self.TODO
		count = self.count
		for i in xrange(15):
			line = self.record[i]
			for j in xrange(15):
				line[j][0] = TODO
				line[j][1] = TODO
				line[j][2] = TODO
				line[j][3] = TODO
		for i in xrange(20):
			count[0][i] = 0
			count[1][i] = 0
			count[2][i] = 0
		return 0

	# 四个方向(水平,垂直,左斜,右斜)分析评估棋盘,然后根据分析结果打分
	def evaluate (self, board, turn):
		score = self.__evaluate(board, turn)
		count = self.count
		if score < -9000:
			stone = turn == 1 and 2 or 1
			for i in xrange(20):
				if count[stone][i] > 0:
					score -= i
		elif score > 9000:
			stone = turn == 1 and 2 or 1
			for i in xrange(20):
				if count[turn][i] > 0:
					score += i
		return score
	
	# 四个方向(水平,垂直,左斜,右斜)分析评估棋盘,然后根据分析结果打分
	def __evaluate (self, board, turn):
		record, count = self.record, self.count
		TODO, ANALYSED = self.TODO, self.ANALYSED
		self.reset()
		# 四个方向分析
		for i in xrange(15):
			boardrow = board[i]
			recordrow = record[i]
			for j in xrange(15):
				if boardrow[j] != 0:
					if recordrow[j][0] == TODO:		# 水平没有分析过?
						self.__analysis_horizon(board, i, j)
					if recordrow[j][1] == TODO:		# 垂直没有分析过?
						self.__analysis_vertical(board, i, j)
					if recordrow[j][2] == TODO:		# 左斜没有分析过?
						self.__analysis_left(board, i, j)
					if recordrow[j][3] == TODO:		# 右斜没有分析过
						self.__analysis_right(board, i, j)

		FIVE, FOUR, THREE, TWO = self.FIVE, self.FOUR, self.THREE, self.TWO
		SFOUR, STHREE, STWO = self.SFOUR, self.STHREE, self.STWO
		check = {}

		# 分别对白棋黑棋计算:FIVE, FOUR, THREE, TWO等出现的次数
		for k in (FIVE, FOUR, SFOUR, THREE, STHREE, TWO, STWO):
			check[k] = 1
		for i in xrange(15):
			for j in xrange(15):
				stone = board[i][j]
				if stone != 0:
					for k in xrange(4):
						ch = record[i][j][k]
						if ch in check:
							count[stone][ch] += 1
		
		# 如果有五连则马上返回分数
		BLACK, WHITE = 1, 2
		if turn == WHITE:			# 当前是白棋
			if count[BLACK][FIVE]:
				return -9999
			if count[WHITE][FIVE]:
				return 9999
		else:						# 当前是黑棋
			if count[WHITE][FIVE]:
				return -9999
			if count[BLACK][FIVE]:
				return 9999
		
		# 如果存在两个冲四,则相当于有一个活四
		if count[WHITE][SFOUR] >= 2:
			count[WHITE][FOUR] += 1
		if count[BLACK][SFOUR] >= 2:
			count[BLACK][FOUR] += 1

		# 具体打分
		wvalue, bvalue, win = 0, 0, 0
		if turn == WHITE:
			if count[WHITE][FOUR] > 0: return 9990
			if count[WHITE][SFOUR] > 0: return 9980
			if count[BLACK][FOUR] > 0: return -9970
			if count[BLACK][SFOUR] and count[BLACK][THREE]: 
				return -9960
			if count[WHITE][THREE] and count[BLACK][SFOUR] == 0:
				return 9950
			if	count[BLACK][THREE] > 1 and \
				count[WHITE][SFOUR] == 0 and \
				count[WHITE][THREE] == 0 and \
				count[WHITE][STHREE] == 0:
					return -9940
			if count[WHITE][THREE] > 1:
				wvalue += 2000
			elif count[WHITE][THREE]:
				wvalue += 200
			if count[BLACK][THREE] > 1:
				bvalue += 500
			elif count[BLACK][THREE]:
				bvalue += 100
			if count[WHITE][STHREE]:
				wvalue += count[WHITE][STHREE] * 10
			if count[BLACK][STHREE]:
				bvalue += count[BLACK][STHREE] * 10
			if count[WHITE][TWO]:
				wvalue += count[WHITE][TWO] * 4
			if count[BLACK][TWO]:
				bvalue += count[BLACK][TWO] * 4
			if count[WHITE][STWO]:
				wvalue += count[WHITE][STWO]
			if count[BLACK][STWO]:
				bvalue += count[BLACK][STWO]
		else:
			if count[BLACK][FOUR] > 0: return 9990
			if count[BLACK][SFOUR] > 0: return 9980
			if count[WHITE][FOUR] > 0: return -9970
			if count[WHITE][SFOUR] and count[WHITE][THREE]:
				return -9960
			if count[BLACK][THREE] and count[WHITE][SFOUR] == 0:
				return 9950
			if	count[WHITE][THREE] > 1 and \
				count[BLACK][SFOUR] == 0 and \
				count[BLACK][THREE] == 0 and \
				count[BLACK][STHREE] == 0:
					return -9940
			if count[BLACK][THREE] > 1:
				bvalue += 2000
			elif count[BLACK][THREE]:
				bvalue += 200
			if count[WHITE][THREE] > 1:
				wvalue += 500
			elif count[WHITE][THREE]:
				wvalue += 100
			if count[BLACK][STHREE]:
				bvalue += count[BLACK][STHREE] * 10
			if count[WHITE][STHREE]:
				wvalue += count[WHITE][STHREE] * 10
			if count[BLACK][TWO]:
				bvalue += count[BLACK][TWO] * 4
			if count[WHITE][TWO]:
				wvalue += count[WHITE][TWO] * 4
			if count[BLACK][STWO]:
				bvalue += count[BLACK][STWO]
			if count[WHITE][STWO]:
				wvalue += count[WHITE][STWO]
		
		# 加上位置权值,棋盘最中心点权值是7,往外一格-1,最外圈是0
		wc, bc = 0, 0
		for i in xrange(15):
			for j in xrange(15):
				stone = board[i][j]
				if stone != 0:
					if stone == WHITE:
						wc += self.POS[i][j]
					else:
						bc += self.POS[i][j]
		wvalue += wc
		bvalue += bc
		
		if turn == WHITE:
			return wvalue - bvalue

		return bvalue - wvalue
	
	# 分析横向
	def __analysis_horizon (self, board, i, j):
		line, result, record = self.line, self.result, self.record
		TODO = self.TODO
		for x in xrange(15):
			line[x] = board[i][x]
		self.analysis_line(line, result, 15, j)
		for x in xrange(15):
			if result[x] != TODO:
				record[i][x][0] = result[x]
		return record[i][j][0]
	
	# 分析横向
	def __analysis_vertical (self, board, i, j):
		line, result, record = self.line, self.result, self.record
		TODO = self.TODO
		for x in xrange(15):
			line[x] = board[x][j]
		self.analysis_line(line, result, 15, i)
		for x in xrange(15):
			if result[x] != TODO:
				record[x][j][1] = result[x]
		return record[i][j][1]
	
	# 分析左斜
	def __analysis_left (self, board, i, j):
		line, result, record = self.line, self.result, self.record
		TODO = self.TODO
		if i < j: x, y = j - i, 0
		else: x, y = 0, i - j
		k = 0
		while k < 15:
			if x + k > 14 or y + k > 14:
				break
			line[k] = board[y + k][x + k]
			k += 1
		self.analysis_line(line, result, k, j - x)
		for s in xrange(k):
			if result[s] != TODO:
				record[y + s][x + s][2] = result[s]
		return record[i][j][2]

	# 分析右斜
	def __analysis_right (self, board, i, j):
		line, result, record = self.line, self.result, self.record
		TODO = self.TODO
		if 14 - i < j: x, y, realnum = j - 14 + i, 14, 14 - i
		else: x, y, realnum = 0, i + j, j
		k = 0
		while k < 15:
			if x + k > 14 or y - k < 0:
				break
			line[k] = board[y - k][x + k]
			k += 1
		self.analysis_line(line, result, k, j - x)
		for s in xrange(k):
			if result[s] != TODO:
				record[y - s][x + s][3] = result[s]
		return record[i][j][3]
	
	def test (self, board):
		self.reset()
		record = self.record
		TODO = self.TODO
		for i in xrange(15):
			for j in xrange(15):
				if board[i][j] != 0 and 1:
					if self.record[i][j][0] == TODO:
						self.__analysis_horizon(board, i, j)
						pass
					if self.record[i][j][1] == TODO:
						self.__analysis_vertical(board, i, j)
						pass
					if self.record[i][j][2] == TODO:
						self.__analysis_left(board, i, j)
						pass
					if self.record[i][j][3] == TODO:
						self.__analysis_right(board, i, j)
						pass
		return 0
	
	# 分析一条线:五四三二等棋型
	def analysis_line (self, line, record, num, pos):
		TODO, ANALYSED = self.TODO, self.ANALYSED
		THREE, STHREE = self.THREE, self.STHREE
		FOUR, SFOUR = self.FOUR, self.SFOUR
		while len(line) < 30: line.append(0xf)
		while len(record) < 30: record.append(TODO)
		for i in xrange(num, 30):
			line[i] = 0xf
		for i in xrange(num):
			record[i] = TODO
		if num < 5:
			for i in xrange(num): 
				record[i] = ANALYSED
			return 0
		stone = line[pos]
		inverse = (0, 2, 1)[stone]
		num -= 1
		xl = pos
		xr = pos
		while xl > 0:		# 探索左边界
			if line[xl - 1] != stone: break
			xl -= 1
		while xr < num:		# 探索右边界
			if line[xr + 1] != stone: break
			xr += 1
		left_range = xl
		right_range = xr
		while left_range > 0:		# 探索左边范围(非对方棋子的格子坐标)
			if line[left_range - 1] == inverse: break
			left_range -= 1
		while right_range < num:	# 探索右边范围(非对方棋子的格子坐标)
			if line[right_range + 1] == inverse: break
			right_range += 1
		
		# 如果该直线范围小于 5,则直接返回
		if right_range - left_range < 4:
			for k in xrange(left_range, right_range + 1):
				record[k] = ANALYSED
			return 0
		
		# 设置已经分析过
		for k in xrange(xl, xr + 1):
			record[k] = ANALYSED
		
		srange = xr - xl

		# 如果是 5连
		if srange >= 4:	
			record[pos] = self.FIVE
			return self.FIVE
		
		# 如果是 4连
		if srange == 3:	
			leftfour = False	# 是否左边是空格
			if xl > 0:
				if line[xl - 1] == 0:		# 活四
					leftfour = True
			if xr < num:
				if line[xr + 1] == 0:
					if leftfour:
						record[pos] = self.FOUR		# 活四
					else:
						record[pos] = self.SFOUR	# 冲四
				else:
					if leftfour:
						record[pos] = self.SFOUR	# 冲四
			else:
				if leftfour:
					record[pos] = self.SFOUR		# 冲四
			return record[pos]
		
		# 如果是 3连
		if srange == 2:		# 三连
			left3 = False	# 是否左边是空格
			if xl > 0:
				if line[xl - 1] == 0:	# 左边有气
					if xl > 1 and line[xl - 2] == stone:
						record[xl] = SFOUR
						record[xl - 2] = ANALYSED
					else:
						left3 = True
				elif xr == num or line[xr + 1] != 0:
					return 0
			if xr < num:
				if line[xr + 1] == 0:	# 右边有气
					if xr < num - 1 and line[xr + 2] == stone:
						record[xr] = SFOUR	# XXX-X 相当于冲四
						record[xr + 2] = ANALYSED
					elif left3:
						record[xr] = THREE
					else:
						record[xr] = STHREE
				elif record[xl] == SFOUR:
					return record[xl]
				elif left3:
					record[pos] = STHREE
			else:
				if record[xl] == SFOUR:
					return record[xl]
				if left3:
					record[pos] = STHREE
			return record[pos]
		
		# 如果是 2连
		if srange == 1:		# 两连
			left2 = False
			if xl > 2:
				if line[xl - 1] == 0:		# 左边有气
					if line[xl - 2] == stone:
						if line[xl - 3] == stone:
							record[xl - 3] = ANALYSED
							record[xl - 2] = ANALYSED
							record[xl] = SFOUR
						elif line[xl - 3] == 0:
							record[xl - 2] = ANALYSED
							record[xl] = STHREE
					else:
						left2 = True
			if xr < num:
				if line[xr + 1] == 0:	# 左边有气
					if xr < num - 2 and line[xr + 2] == stone:
						if line[xr + 3] == stone:
							record[xr + 3] = ANALYSED
							record[xr + 2] = ANALYSED
							record[xr] = SFOUR
						elif line[xr + 3] == 0:
							record[xr + 2] = ANALYSED
							record[xr] = left2 and THREE or STHREE
					else:
						if record[xl] == SFOUR:
							return record[xl]
						if record[xl] == STHREE:
							record[xl] = THREE
							return record[xl]
						if left2:
							record[pos] = self.TWO
						else:
							record[pos] = self.STWO
				else:
					if record[xl] == SFOUR:
						return record[xl]
					if left2:
						record[pos] = self.STWO
			return record[pos]
		return 0
	def textrec (self, direction = 0):
		text = []
		for i in xrange(15):
			line = ''
			for j in xrange(15):
				line += '%x '%(self.record[i][j][direction] & 0xf)
			text.append(line)
		return '\n'.join(text)


#----------------------------------------------------------------------
# DFS: 博弈树搜索
#----------------------------------------------------------------------
class searcher (object):

	# 初始化
	def __init__ (self):
		self.evaluator = evaluation()
		self.board = [ [ 0 for n in xrange(15) ] for i in xrange(15) ]
		self.gameover = 0
		self.overvalue = 0
		self.maxdepth = 3

	# 产生当前棋局的走法
	def genmove (self, turn):
		moves = []
		board = self.board
		POSES = self.evaluator.POS
		for i in xrange(15):
			for j in xrange(15):
				if board[i][j] == 0:
					score = POSES[i][j]
					moves.append((score, i, j))
		moves.sort()
		moves.reverse()
		return moves
	
	# 递归搜索:返回最佳分数
	def __search (self, turn, depth, alpha = -0x7fffffff, beta = 0x7fffffff):

		# 深度为零则评估棋盘并返回
		if depth <= 0:
			score = self.evaluator.evaluate(self.board, turn)
			return score

		# 如果游戏结束则立马返回
		score = self.evaluator.evaluate(self.board, turn)
		if abs(score) >= 9999 and depth < self.maxdepth: 
			return score

		# 产生新的走法
		moves = self.genmove(turn)
		bestmove = None

		# 枚举当前所有走法
		for score, row, col in moves:

			# 标记当前走法到棋盘
			self.board[row][col] = turn
			
			# 计算下一回合该谁走
			nturn = turn == 1 and 2 or 1

			# 深度优先搜索,返回评分,走的行和走的列
			score = - self.__search(nturn, depth - 1, -beta, -alpha)

			# 棋盘上清除当前走法
			self.board[row][col] = 0

			# 计算最好分值的走法
			# alpha/beta 剪枝
			if score > alpha:
				alpha = score
				bestmove = (row, col)
				if alpha >= beta:
					break
		
		# 如果是第一层则记录最好的走法
		if depth == self.maxdepth and bestmove:
			self.bestmove = bestmove

		# 返回当前最好的分数,和该分数的对应走法
		return alpha

	# 具体搜索:传入当前是该谁走(turn=1/2),以及搜索深度(depth)
	def search (self, turn, depth = 3):
		self.maxdepth = depth
		self.bestmove = None
		score = self.__search(turn, depth)
		if abs(score) > 8000:
			self.maxdepth = depth
			score = self.__search(turn, 1)
		row, col = self.bestmove
		return score, row, col


#----------------------------------------------------------------------
# psyco speedup
#----------------------------------------------------------------------
def psyco_speedup ():
	try:
		import psyco
		psyco.bind(chessboard)
		psyco.bind(evaluation)
	except:
		pass
	return 0

psyco_speedup()


#----------------------------------------------------------------------
# main game
#----------------------------------------------------------------------
def gamemain():
	b = chessboard()
	s = searcher()
	s.board = b.board()

	opening = [
		'1:HH 2:II',
		#'2:IG 2:GI 1:HH',
		'1:IH 2:GI',
		'1:HG 2:HI',
		#'2:HG 2:HI 1:HH',
		#'1:HH 2:IH 2:GI',
		#'1:HH 2:IH 2:HI',
		#'1:HH 2:IH 2:HJ',
		#'1:HG 2:HH 2:HI',
		#'1:GH 2:HH 2:HI',
	]

	import random
	openid = random.randint(0, len(opening) - 1)
	b.loads(opening[openid])
	turn = 2
	history = []
	undo = False

	# 设置难度
	DEPTH = 1

	if len(sys.argv) > 1:
		if sys.argv[1].lower() == 'hard':
			DEPTH = 2

	while 1:
		print ''
		while 1:
			print '<ROUND %d>'%(len(history) + 1)
			b.show()
			print 'Your move (u:undo, q:quit):',
			text = raw_input().strip('\r\n\t ')
			if len(text) == 2:
				tr = ord(text[0].upper()) - ord('A')
				tc = ord(text[1].upper()) - ord('A')
				if tr >= 0 and tc >= 0 and tr < 15 and tc < 15:
					if b[tr][tc] == 0:
						row, col = tr, tc
						break
					else:
						print 'can not move there'
				else:
					print 'bad position'
			elif text.upper() == 'U':
				undo = True
				break
			elif text.upper() == 'Q':
				print b.dumps()
				return 0
		
		if undo == True:
			undo = False
			if len(history) == 0:
				print 'no history to undo'
			else:
				print 'rollback from history ...'
				move = history.pop()
				b.loads(move)
		else:
			history.append(b.dumps())
			b[row][col] = 1

			if b.check() == 1:
				b.show()
				print b.dumps()
				print ''
				print 'YOU WIN !!'
				return 0

			print 'robot is thinking now ...'
			score, row, col = s.search(2, DEPTH)
			cord = '%s%s'%(chr(ord('A') + row), chr(ord('A') + col))
			print 'robot move to %s (%d)'%(cord, score)
			b[row][col] = 2

			if b.check() == 2:
				b.show()
				print b.dumps()
				print ''
				print 'YOU LOSE.'
				return 0

	return 0


#----------------------------------------------------------------------
# testing case
#----------------------------------------------------------------------
if __name__ == '__main__':
	def test1():
		b = chessboard()
		b[10][10] = 1
		b[11][11] = 2
		for i in xrange(4):
			b[5 + i][2 + i] = 2
		for i in xrange(4):
			b[7 - 0][3 + i] = 2
		print b
		print 'check', b.check()
		return 0
	def test2():
		b = chessboard()
		b[7][7] = 1
		b[8][8] = 2
		b[7][9] = 1
		eva = evaluation()
		for l in eva.POS: print l
		return 0
	def test3():
		e = evaluation()
		line = [ 0, 0, 1, 0, 1, 1, 1, 0, 0, 0]
		record = []
		e.analysis_line(line, record, len(line), 6)
		print record[:10]
		return 0
	def test4():
		b = chessboard()
		b.loads('2:DF 1:EG 2:FG 1:FH 2:FJ 2:GG 1:GH 1:GI 2:HG 1:HH 1:IG 2:IH 1:JF 2:JI 1:KE')
		b.loads('2:CE 2:CK 1:DF 1:DK 2:DL 1:EG 1:EI 1:EK 2:FG 1:FH 1:FI 1:FJ 1:FK 2:FL 1:GD 2:GE 2:GF 2:GG 2:GH 1:GI 1:GK 2:HG 1:HH 2:HJ 2:HK 2:IG 1:JG 2:AA')
		eva = evaluation()
		print b
		score = 0
		t = time.time()
		for i in xrange(10000):
			score = eva.evaluate(b.board(), 2)
		#eva.test(b.board())
		t = time.time() - t
		print score, t
		print eva.textrec(3)
		return 0
	def test5():
		import profile
		profile.run("test4()", "prof.txt")
		import pstats
		p = pstats.Stats("prof.txt")
		p.sort_stats("time").print_stats()
	def test6():
		b = chessboard()
		b.loads('1:CJ 2:DJ 1:dk 1:DL 1:EH 1:EI 2:EJ 2:EK 2:FH 2:FI 2:FJ 1:FK 2:FL 1:FM 2:GF 1:GG 2:GH 2:GI 2:GJ 1:GK 1:GL 2:GM 1:HE 2:HF 2:HG 2:HH 2:HI 1:HJ 2:HK 2:HL 1:IF 1:IG 1:IH 2:II 1:IJ 2:IL 2:JG 1:JH 1:JI 1:JJ 1:JK 2:JL 1:JM 1:KI 2:KJ 1:KL 1:LJ 2:MK')
		#b.loads('1:HH,1:HI,1:HJ,1:HK')
		s = searcher()
		s.board = b.board()
		t = time.time()
		score, row, col = s.search(2, 3)
		t = time.time() - t
		b[row][col] = 2
		print b
		print score, t
		print chr(ord('A') + row) + chr(ord('A') + col)
	def test7():
		b = chessboard()
		s = searcher()
		s.board = b.board()
		b.loads('2:HH 1:JF')
		turn = 2
		while 1:
			score, row, col = s.search(2, 2)
			print 'robot move %s%s (%d)'%(chr(ord('A') + row), chr(ord('A') + col), score)
			b[row][col] = 2
			if b.check() == 2:
				print b
				print b.dumps()
				print 'you lose !!'
				return 0
			while 1:
				print b
				print 'your move (pos):',
				text = raw_input().strip('\r\n\t ')
				if len(text) == 2:
					tr = ord(text[0].upper()) - ord('A')
					tc = ord(text[1].upper()) - ord('A')
					if tr >= 0 and tc >= 0 and tr < 15 and tc < 15:
						if b[tr][tc] == 0:
							row, col = tr, tc
							break
						else:
							print 'can not move there'
					else:
						print 'bad position'
				elif text.upper() == 'Q':
					print b.dumps()
					return 0
			b[row][col] = 1
			if b.check() == 1:
				print b
				print b.dumps()
				print 'you win !!'
				return 0
		return 0
	#test6()
	gamemain()

    

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