我正在创建一个简单的引擎,播放奥赛罗,使用minimax和alpha beta剪辑。 它打得很好,但有时我得到一个奇怪的索引超出范围异常(靠近 结局,总是)。
这是'我的算法
private float minimax(OthelloBoard board, OthelloMove best, float alpha, float beta, int depth)
{
calls++;
float bestResult = -Float.MAX_VALUE;
OthelloMove garbage = new OthelloMove();
int state = board.getState();
int currentPlayer = board.getCurrentPlayer();
if (state == OthelloBoard.STATE_DRAW)
return 0.0f;
if ((state == OthelloBoard.STATE_BLACK_WINS) && (currentPlayer == OthelloBoard.BLACK))
return Float.MAX_VALUE;
if ((state == OthelloBoard.STATE_WHITE_WINS) && (currentPlayer == OthelloBoard.WHITE))
return Float.MAX_VALUE;
if ((state == OthelloBoard.STATE_BLACK_WINS) && (currentPlayer == OthelloBoard.WHITE))
return -Float.MAX_VALUE;
if ((state == OthelloBoard.STATE_WHITE_WINS) && (currentPlayer == OthelloBoard.BLACK))
return -Float.MAX_VALUE;
if (depth == maxDepth)
return OthelloHeuristics.eval(currentPlayer, board);
ArrayList<OthelloMove> moves = board.getAllMoves(currentPlayer);
for (OthelloMove mv : moves)
{
board.makeMove(mv);
alpha = - minimax(board, garbage, -beta, -alpha, depth + 1);
board.undoMove(mv);
if (beta <= alpha)
return alpha;
if (alpha > bestResult)
{
best.setFlipSquares(mv.getFlipSquares());
best.setIdx(mv.getIdx());
best.setPlayer(mv.getPlayer());
bestResult = alpha;
}
}
return bestResult;
}
在makeMove和undoMove里面我更新游戏状态(黑赢,白赢,平局)。 我也在这些方法中切换玩家。当一名球员没有动作时,我会做一个假人 移动而不改变棋盘,并切换球员。
有更多的代码,但我认为当算法遇到问题时就会出现问题 比赛结束。当我将引擎设置为随机移动时,不会发生此问题,因此问题应该是alpha beta算法。
这是getAllMoves,这个调用getFlips:
public ArrayList<OthelloMove> getAllMoves(int player)
{
ArrayList<OthelloMove> moves = new ArrayList<OthelloMove>();
for (int i = 10; i < 90; i++)
{
int col = i % 10;
if (col != 0 && col != 9)
{
if (cells[i] == EMPTY)
{
ArrayList<Integer> flips = getFlips(i, player);
if (flips.size() > 0)
{
OthelloMove mv = new OthelloMove();
mv.setFlipSquares(flips);
mv.setIdx(i);
mv.setPlayer(player);
moves.add(mv);
}
}
}
}
return moves;
}
这是getFlips。
public ArrayList<Integer> getFlips(int idx, int player)
{
int opponent = getOpponent(player);
ArrayList<Integer> flips = new ArrayList<Integer>();
if (cells[idx] != EMPTY)
return flips;
for (Integer dir : DIRECTIONS)
{
int distance = 1;
int tempIdx = idx;
while (cells[tempIdx += dir] == opponent)
distance++;
if ((cells[tempIdx] == player) && (distance > 1))
{
while (distance-- > 1)
{
tempIdx -= dir;
flips.add(tempIdx);
}
}
}
return flips;
}
这是updateState:
public void updateState()
{
int opponent = getOpponent(currentPlayer);
int playerMoves = getAllMoves(currentPlayer).size();
int opponentMoves = getAllMoves(opponent).size();
if ( ((playerMoves == 0) && (opponentMoves == 0)) || (emptyCells == 0))
{
int blackDiscs = countDiscs(BLACK);
int whiteDiscs = countDiscs(WHITE);
if (blackDiscs > whiteDiscs)
state = STATE_BLACK_WINS;
else if (blackDiscs < whiteDiscs)
state = STATE_WHITE_WINS;
else
state = STATE_DRAW;
}
}
谢谢!
答案 0 :(得分:2)
我并不熟悉这款游戏,但我认为这与该系列中的事实有关:
while (cells[tempIdx += dir] == opponent)
你也应该检查你是不是没有受到约束,否则 - 如果董事会的最后还有对手,你会继续增加dir
尝试将此行更改为:
while (tempIdx + dir >= 0 && tempIdx + dir < cells.length && cells[tempIdx += dir] == opponent)
根据经验,通常在数组访问中是一种很好的做法,特别是在循环中,通过明确地检查长度来防止超出范围。
答案 1 :(得分:0)
发现问题,无论如何,谢谢。
该错误是玩家无法移动的情况,必须通过转弯。 棘手的是发挥'鬼动'(即不改变棋盘的动作),以及 切换球员转身,以便Minimax甚至没有注意到这种情况。
我这样做,但是在错误的地方!代码如下:
public void makeMove (OthelloMove move)
{
int player = move.getPlayer();
ArrayList<Integer> flips = move.getFlipSquares();
if (flips != null)
{
int idx = move.getIdx();
cells[idx] = player;
for (Integer flip : flips)
cells[flip] = player;
emptyCells--;
this.updatePhase();
}
this.toogleCurrentPlayer();
}
public void undoMove (OthelloMove move)
{
int player = move.getPlayer();
ArrayList<Integer> flips = move.getFlipSquares();
int opponent = getOpponent(player);
if (flips != null)
{
int idx = move.getIdx();
cells[idx] = EMPTY;
for (Integer flip : flips)
cells[flip] = opponent;
emptyCells++;
this.updatePhase();
}
this.toogleCurrentPlayer();
}