Tic-Tac-Toe的Minimax没有返回正确的值

时间:2017-04-05 06:01:04

标签: javascript algorithm recursion tic-tac-toe minimax

我试图编写Tic-Tac-Toe游戏并决定使用MiniMax算法,但我在实现它时遇到了麻烦。例如: 在

  board = [
          "E", "E", "X",
          "E", "E", "X",
          "E", "O", "O"
          ];

这是AI的回合,该函数返回AiMove { score: -10, coordinates: 0 }作为最佳动作。我现在已经尝试调试了很长一段时间,但功能的递归性质和可能的游戏树数量,特别是早期的游戏状态,很难跟上和调试。

有人能伸出援手吗?

https://jsfiddle.net/LdLqk1z8/4/



var factions = {
  AIplayer: "X",
  humanPlayer: "O"
};

var gameResults = {
  winner: ""
};

var emptyCells = function(board) { //check for empty cells and return an array with the number of empty cells
  var indices = [];
  for (var itr = 0; itr < 9; itr++) {
    if (board[itr] === "E") {
      indices.push(itr);
    }
  }
  return indices;
};

var isGameOver = function(board) {
  var tile = board;

  //check for victory conditions
  for (var i = 0; i <= 6; i = i + 3) {
    if (tile[i] !== "E" && tile[i] === tile[i + 1] && tile[i + 1] === tile[i + 2]) {
      if (factions.AIplayer === tile[i]) {
        gameResults.winner = "AIplayer";
      } else if (tile[i] === factions.humanPlayer) {
        gameResults.winner = "humanPlayer";
      }
      return true;
    }
  }

  for (var i = 0; i <= 2; i++) {
    if (tile[i] !== "E" && tile[i] === tile[i + 3] && tile[i + 3] === tile[i + 6]) {
      if (factions.AIplayer === tile[i]) {
        gameResults.winner = "AIplayer";
      } else if (tile[i] === factions.humanPlayer) {
        gameResults.winner = "humanPlayer";
      }
      return true;
    }
  }

  for (var i = 0, j = 4; i <= 2; i = i + 2, j = j - 2) {
    if (tile[i] !== "E" && tile[i] === tile[i + j] && tile[i + j] === tile[i + 2 * j]) {
      if (factions.AIplayer === tile[i]) {
        gameResults.winner = "AIplayer";
      } else if (tile[i] === factions.humanPlayer) {
        gameResults.winner = "humanPlayer";
      }
      return true;
    }
  }

  var check = emptyCells(board); //check if the game ended with a draw
  if (check.length === 0) {
    gameResults.winner = "draw";
    return true;
  } else {
    return false; //if no condition is matched the game has not concluded
  }
};

var getBestMove = function(board, player) {

  // return an AiMove object initialized to 10 if the AI player wins, -10 if the human player wins and 0 if the game is a draw
  if (isGameOver(board)) {
    if (gameResults.winner === "AIplayer") {
      return new AiMove(10);
    } else if (gameResults.winner === "humanPlayer") {
      return new AiMove(-10);
    } else if (gameResults.winner === "draw") {
      return new AiMove(0);
    }
  }

  var moves = []; //array to store all moves
  var currentPlayer = player;
  for (var i = 0, l = board.length; i < l; i++) { //iterate over the board
    if (board[i] == "E") { //if the tile is empty
      var move = new AiMove; //create new AiMove object and assign a coordinate
      move.coordinates = i;
      board[i] = currentPlayer; //update board
      //call getBestMove recursively with the next player
      if (currentPlayer === factions.AIplayer) {
        move.score = getBestMove(board, factions.humanPlayer).score;
      } else if (currentPlayer === factions.humanPlayer) {
        move.score = getBestMove(board, factions.AIplayer).score;
      }
      moves.push(move);

      board[i] = "E"; //clear tile after move is pushed in to the moves array
    }
  }

  //if it's the AI player's turn select biggest value from the moves array, if it's the human player's turn select the smallest value
  if (currentPlayer === factions.AIplayer) {
    var bestMove = 0;
    var bestScore = -10000;
    for (var i = 0; i < moves.length; i++) {
      if (moves[i].score > bestScore) {
        bestScore = moves[i].score;
        bestMove = i;
      }
    }
  } else if (currentPlayer === factions.humanPlayer) {
    var bestMove = 0;
    var bestScore = 10000;
    for (var i = 0; i < moves.length; i++) {
      if (moves[i].score < bestScore) {
        bestMove = i;
        bestScore = moves[i].score;
      }
    }
  }
  return moves[bestMove]; //return best move
};

var board = [
              "E", "E", "X",
              "E", "E", "X",
              "E", "O", "O"
              ];

function AiMove(score) {
  this.coordinates,
    this.score = score;
}

console.log(getBestMove(board, factions.AIplayer))
&#13;
&#13;
&#13;

编辑:可能是这样,因为董事会成立是无法取胜的,而且AI是宿命论,它会放弃&#34;?将实施&#34;深度&#34;的概念解决这个?

1 个答案:

答案 0 :(得分:2)

在等式中引入深度的想法确实是正确的。

在执行moves.push(move)之前添加以下行:

  move.score = Math.sign(move.score) * (Math.abs(move.score) - 1);

这将使分数减少1分(-10变为-9,10变为9,......等)。它表达了这样一种观点,即损失越远,损失越少,胜利越接近,就越好。

在你提供的示例板设置中,这将返回6作为最佳动作,这将绕过人类玩家的直接胜利。当然,人工智能仍然会输掉最佳比赛,因为比赛会像这样继续下去:

. . X     . . X     . . X     X . X     X O X
. . X  →  . . X  →  . O X  →  . O X  →  . O X
. O O     X O O     X O O     X O O     X O O

为了更好的调试可能性,我会编写一个将电路板打印到控制台的功能。例如:

function printBoard(board) {
    console.log(board.slice(0, 3).join (' ').replace(/E/g, '.'));
    console.log(board.slice(3, 6).join (' ').replace(/E/g, '.'));
    console.log(board.slice(6, 9).join (' ').replace(/E/g, '.'));
    console.log('');
}

您还可以考虑使代码更加面向对象,在Game对象上编写方法,等等。