我正在尝试使用带有alpha-beta修剪的Minimax算法使用Chess.js和Chessboard.js编写国际象棋引擎。问题是算法需要很长时间来执行所有评估并决定移动,即使使用depth=3
。我怎样才能提高性能?
以下是我的minimax实施:
var minimax = function (depth, game, alpha, beta, isAIplaying) {
// end branch: simply evaluate and return the current score of the board
if (depth === 0) {
return evaluateBoard(game);
}
// list of all the possible moves in current status
var newGameMoves = game.moves();
if (isAIplaying) {
var bestMove = -9999;
for (var i = 0; i < newGameMoves.length; i++) {
game.move(newGameMoves[i]);
bestMove = Math.max(bestMove, minimax(depth - 1, game, !isAIplaying));
game.undo();
alpha = Math.max(alpha, bestMove);
if (beta <= alpha) {
return bestMove;
}
}
return bestMove;
} else {
var bestMove = 9999;
for (var i = 0; i < newGameMoves.length; i++) {
game.move(newGameMoves[i]);
bestMove = Math.min(bestMove, minimax(depth - 1, game, !isAIplaying));
game.undo();
beta = Math.min(beta, bestMove);
if (beta <= alpha) {
return bestMove;
}
}
return bestMove;
}
};
在下面的代码安静中调用该函数,Black必须决定采取哪一步:
var possibleMoves = game.moves();
// game over
if (possibleMoves.length === 0)
return;
var best_score = -9999;
var bestMoveFound;
for(var i=0; i<possibleMoves.length; ++i){
game.move(possibleMoves[i]); // make one possible move
// minimax: take the current status of the game
// it is not Black's turn
var score = minimax(3, game, -10000, 10000, false);
// if I get a better score then I store it
if(score >= best_score){
best_score = score;
bestMoveFound = i;
}
// undo move
game.undo();
}
// make the best move (update both the game and the board on the screen)
game.move(possibleMoves[bestMoveFound]);
board.position(game.fen());
以下是评估函数:
var evaluateBoard = function(current_game) {
var status = current_game.fen();
var score = 0;
// calculate score for the current situation
var fen_idx = 0;
var piece = status[fen_idx];
while(piece != ' '){
switch(piece){
case 'p': score += pawn; break;
case 'n': score += knight; break;
case 'b': score += bishop; break;
case 'r': score += tower; break;
case 'q': score += queen; break;
case 'k': score += king; break;
case 'P': score -= pawn; break;
case 'N': score -= knight; break;
case 'B': score -= bishop; break;
case 'R': score -= tower; break;
case 'Q': score -= queen; break;
case 'K': score -= king; break;
default: break;
}
++fen_idx;
piece = status[fen_idx];
}
return score;
};
pawn
,bishop
和其他是简单的常量,p
表示黑色棋子,而P
表示白色。你有什么想法加快表现吗?
答案 0 :(得分:0)
评估FEN-String的想法看起来很快,但是您的程序必须为游戏树的每次离开计算FEN-String。这确实很慢,因为它必须在64个正方形内循环扫描每个图形以及每个空白的正方形。您不应该这样做,而是将主板上的图形保存在列表中,以便计算与源代码的模拟量。
如果在板上取下一块或更换一块,则最好具有所有和平的总和,而仅增加或减去一个值。因此,您的评估功能不需计算,引擎将更快。以我的经验,如果您的评估功能只是将两侧的零件值进行比较,则您应该在2秒内达到7级深度。