我为Android Reversi游戏实现了以下MiniMax算法:
@Override
public Field findBestMove(GameBoard gb, int depth, boolean player)
{
/** maximum depth of search reached, we stop */
if(depth >= max_depth) return null;
//player = (depth+1)%2 + 1;
/** getting a list of moves to chose from */
ArrayList <Field> moves = findAllPossibleMoves(gb, player);
Field best_move = null;
/** iterating over all possible moves, to find the best one */
for (int i=0; i<moves.size(); i++)
{
/** board to simulate moves */
GameBoard temp_board = new GameBoard(gb);
/** getting the current move */
Field move = moves.get(i);
/** simulating the move for the current node */
game.move(move, temp_board, player);
Log.i("board", "Depth:"+depth+" Player:"+player+" Move:"+i+" Rating:"+evaluate(temp_board));
Log.i("board", ""+moves.get(i).getX()+","+moves.get(i).getY());
temp_board.printBoard();
/** getting to the next inferior node */
Field best_deep_move = findBestMove (temp_board, depth + 1, !player);
/** if the maximum depth is reached, we have a null, so we evaluate */
if (best_deep_move == null)
{
move.setRating(evaluate (temp_board));
}
/** if we are not the deepest possible, we get the rating from the lower node */
else
{
move.setRating(best_deep_move.getRating());
Log.i("eval", ""+best_deep_move.getRating());
}
if(best_move == null)
{
best_move = move;
}
else
{
Log.i("update", "Current move rating:"+move.getRating());
Log.i("update", "New move rating:"+best_move.getRating());
if (depth%2==0)
{
Log.i("update", "MAX player");
/** for us, we look for the maximum */
if (best_move.getRating() < move.getRating())
{
best_move = move;
}
}
else
{
Log.i("update", "MIN player");
/** for the opponent, we look for the minimum */
if (best_move.getRating() > move.getRating())
{
best_move = move;
}
}
Log.i("update", "Updated move rating"+best_move.getRating());
}
}
return best_move;
}
我已经在理论上熟悉了Alpha-Beta修剪,尽管我在将这些知识应用于此算法时遇到了一些麻烦。提前致谢
答案 0 :(得分:0)
为了实现alpha-beta修剪,您需要对代码进行以下更改: -
传递参数public Field findBestMove(GameBoard gb, int depth, boolean player,int aplha_beta)
如果当前best_move永远不会影响之前深度的alpha_beta,则停止递归。
if(player == max && best_move!=null && aplha_beta <= best_move.getRating()) { return(best_move); } if(player == min && best_move!=null && alpha_beta >= best_move.getRating()) { return(best_move); } Field best_deep_move = findBestMove(temp_board,depth+1,!player,best_move.getRating());