我坚持使用alpha-beta修剪算法实现

时间:2012-09-21 20:36:45

标签: java algorithm alpha-beta-pruning

我正在尝试为 9Men的Morris游戏实施游戏AI

到目前为止,我的主板代表如下:

    public class board 
    {
          public      node []gNode      = null;
          ... // so the table has 24 nodes, for 9 men morris game:
          gNode = new node[24];
          ...
          int evaluateBoard(); // evaluates the current board (tokens)
    } 

好的,现在每个节点都表示如下:

    public class node 
    {
     node() // constructor
     {     ...       }

     // setting current node's neighbours (maximum 4 neighbours)
     void setNeighbours(int left, int right, int top, int bottom)
     {      ...      }

     short      gOccupiedByTeam = renderer.TEAM_NOTEAM; // info if this node is occupied by a token (and a wich team this token belongs to) 
     short    []gNeighbourId    = null; // info about this node neighbours (can be max. 4 in a 9Men's morris game)
     short      gInternalID     = -1;   // board's IDs (from 0..23)
     short      gTokenID        = -1;   // this node can be occupied by a token.  (from 0 .. 8) -see below the token class.
     short      gNodeScore      = -1;   // a dummy node score.
     vector3    gLocation       = null; // 3d coordinates for this node.


    }

并且令牌如下所示:

public class token 
{
   token(vector3 startpos, short nodeId) // Constructor.
   {     ...     }


   public   physx       gPhysX      = null;  // 3d coordinates , velocity , accel. for this Token.
   public boolean       bIsAlive    = false; // is this token alive ? (or eliminated?)
   public boolean       bFormsMill  = false; // does it form a Mill?

   public short         gNodeID     = -1; // "link" this token with a gNodeID (when placing a token on current board). See above the node class. This represents a link ID to that node.
   public short         gTokenMill1 = -1; // used when this token forms a mill (with gTokenMill1  token!)
   public short         gTokenMill2 = -1; // same.

}

这是我的Alpha-Beta修剪算法实现,其中我被卡住了

public int getBestMove(board board, int depth, int alpha, int beta, boolean bIsPlayer)
{
    // if depth reached, return current's board's Evaluation (a score).
    if (depth == 0) return board.evaluateBoard(bIsPlayer);

    // is it Player's turn ? (max?)
    if (bIsPlayer)
    {
        // QUESTIONS: 
        // retrevie all possible "boards" below ! (all new possible token moves)
        // 1. here i should generate a new board with 1st possible move (for player token1) ?? ... then a second new board with 2nd possible move still for token1 ? .. and so on until no possible moves for token1?  
        //   (remembering that a token can move in 4 available spots - wich are a neighbour?) 
        // 
        // 2. the problem is that if i generate 4 new boards as per token 1 above let's say, then it will "eat" lot of memory for all 18 tokens and a function recursion depth of 5 for example, right ? 
        // 3. how do i fix point 2? 


        ArrayList<board> possible_boards = board.getAllPossibleBoards();

        // 4. ok, some possible boards were generated, loop thru them starting with the first one and calling recursively this function, is it right ?
        for(board iterator: possible_boards)
        {
            alpha = Math.max(alpha, getBestMove(iterator, depth - 1, alpha, beta, !bIsPlayer));

            if (beta < alpha)
            {

                break;
            }
        }

        // 5. how do i return best move to main calling function ? (wich token is it best move from all of these board's moves ?
        return alpha;
    }
    else
    {
        ArrayList<board> possible_boards = board.getAllPossibleBoards();

        for(board iterator: possible_boards)
        {

            beta = Math.min(beta, getBestMove(iterator, depth - 1, alpha, beta, !bIsPlayer));


            if (beta < alpha)
            {
                break;
            }


        }

        return beta;
    }


}

好的,到目前为止这是我的功能。 我不知道即使我在正确的轨道上 ??!

我的功能有什么问题?
请回答我的上述问题(getBestMove()函数中的1到5)。

提前谢谢你,请原谅我的语言错误(我的英语不太好)


非常感谢你 saeedn 的回复!!

我以为没有人会回答我:)。我真的帮助我了解我的想法。

所以, CheckWinner( bool 将检查当前玩家是否具有非常好的优势(例如获胜非常好到目前为止,在此深度中移动就像阻止对手一样,如果是这样,那么为当前玩家返回 BIG 分数。所有这一切都是因为玩家或对手都不会试图在每个回合中赢(一个大分数),对吗?

否则,如果 depth = 0,则返回当前所选Board( int evaluateBoard())的评估(得分),好的。

在此之后,我必须生成一个单板(带有一个令牌可移动):

   while( board.generateNextPossibleBoard(nextBoard) ) // board generated and stored in "nextBoard". Also check if it is a valid board or no more boards to generate further.

好的,现在有一个新生成的电路板,递归,如果找到更好的电路板(具有更好 SCORE 的电路板),则将当前电路板保存到selectedBoard。如果没有那么切断并返回(不要再检查树下)。

再次感谢saeedn !!!

1 个答案:

答案 0 :(得分:2)

一般来说,你的代码还可以,但是你应该记住一些要点。

首先,你应该检查节点(这里是一块板)是否是最终的(有人赢了比赛),然后检查深度是否等于零。如果有人在该状态下获胜,你可能想要返回一个大值(赢得最大玩家)和一个小值(赢得最小玩家),分别为MAXINT和MININT。

为避免高内存消耗,请勿生成所有可能的电路板。生成一个电路板并对其进行递归调用,然后生成另一个电路板并搜索该电路板,依此类推。这样,您只需将内存用于每个堆栈帧中的一个状态。这对于具有高分支因子的搜索至关重要!

最后你应该记录最大玩家的棋盘更新分数(你更新alpha的地方)。

请参阅我的伪代码以获得更多说明:

if ( board.checkWinner(bIsPlayer) ) return board.evaluateBoard(bIsPlayer);

// if depth reached, return current's board's Evaluation (a score).
if (depth == 0) return board.evaluateBoard(bIsPlayer);

board chosenBoard;    
if (bIsPlayer)
{
    // You should implement this method, or write your board generation code here
    // returns false if no more boards could be generated
    board nextBoard;
    while( board.generateNextPossibleBoard(nextBoard) )
    {
        int v = getBestMove(iterator, depth - 1, alpha, beta, !bIsPlayer));

        if ( v > alpha )
        {
            alpha = v;
            chosenBoard = nextBoard;  // return this chosenBoard by reference ;)
        }

        if (beta < alpha)
        {
            break;
        }
    }

    return alpha;
}
else
{
    // The same for beta except you don't need to update chosenBoard :)
}