|
@@ -0,0 +1,367 @@
|
|
|
|
+
|
|
|
|
+//下棋业务核心类,与界面棋盘对应,业务放在这里,可以和界面代码分离
|
|
|
|
+import 'dart:core';
|
|
|
|
+
|
|
|
|
+import 'dart:core';
|
|
|
|
+
|
|
|
|
+import 'package:gobang/flyweight/ChessFlyweightFactory.dart';
|
|
|
|
+import 'package:gobang/flyweight/Position.dart';
|
|
|
|
+
|
|
|
|
+class Ai{
|
|
|
|
+
|
|
|
|
+ Ai._();
|
|
|
|
+
|
|
|
|
+ static Ai? _ai;
|
|
|
|
+
|
|
|
|
+ static Ai getInstance(){
|
|
|
|
+ if(_ai==null){
|
|
|
|
+ _ai = Ai._();
|
|
|
|
+ }
|
|
|
|
+ return _ai!;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static var CHESSBOARD_SIZE = 15;
|
|
|
|
+ static var FIRST = 1;//先手,-1表示机器,1表示人类,与Position类中的对应
|
|
|
|
+ var chessboard = List.generate(CHESSBOARD_SIZE, (i) => List.filled(CHESSBOARD_SIZE, 0, growable: false), growable: false);//与界面棋盘对应,0代表空,-1代表机器,1代表人类
|
|
|
|
+ var score = List.generate(CHESSBOARD_SIZE, (i) => List.filled(CHESSBOARD_SIZE, 0, growable: false), growable: false);//每个位置得分
|
|
|
|
+
|
|
|
|
+ void init(){
|
|
|
|
+ FIRST = 1;//默认人类先手
|
|
|
|
+ for(int i = 0; i < CHESSBOARD_SIZE; i++){
|
|
|
|
+ for(int j = 0; j < CHESSBOARD_SIZE; j++){
|
|
|
|
+ chessboard[i][j] = 0;
|
|
|
|
+ score[i][j] = 0;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //落子
|
|
|
|
+ void addChessman(int x, int y, int owner){
|
|
|
|
+ chessboard[x][y] = owner;
|
|
|
|
+ print("$x,$y,$owner");
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //判断落子位置是否合法
|
|
|
|
+ bool isLegal(int x, int y){
|
|
|
|
+ if(x >=0 && x < CHESSBOARD_SIZE && y >= 0 && y < CHESSBOARD_SIZE && chessboard[x][y] == 0){
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //判断哪方赢了(必定有刚落的子引发,因此只需判断刚落子的周围),owner为-1代表机器,owner为1代表人类
|
|
|
|
+ bool isWin(int x, int y, int owner){
|
|
|
|
+ int sum = 0;
|
|
|
|
+ //判断横向左边
|
|
|
|
+ for(int i = x - 1; i >= 0; i--){
|
|
|
|
+ if(chessboard[i][y] == owner){sum++;}
|
|
|
|
+ else{break;}
|
|
|
|
+ }
|
|
|
|
+ //判断横向右边
|
|
|
|
+ for(int i = x + 1; i < CHESSBOARD_SIZE; i++){
|
|
|
|
+ if(chessboard[i][y] == owner){sum++;}
|
|
|
|
+ else{break;}
|
|
|
|
+ }
|
|
|
|
+ if(sum >= 4) {return true;}
|
|
|
|
+
|
|
|
|
+ sum = 0;
|
|
|
|
+ //判断纵向上边
|
|
|
|
+ for(int i = y - 1; i >= 0; i--){
|
|
|
|
+ if(chessboard[x][i] == owner){sum++;}
|
|
|
|
+ else{break;}
|
|
|
|
+ }
|
|
|
|
+ //判断纵向下边
|
|
|
|
+ for(int i = y + 1; i < CHESSBOARD_SIZE; i++){
|
|
|
|
+ if(chessboard[x][i] == owner){sum++;}
|
|
|
|
+ else{break;}
|
|
|
|
+ }
|
|
|
|
+ if(sum >= 4) {return true;}
|
|
|
|
+
|
|
|
|
+ sum = 0;
|
|
|
|
+ //判断左上角到右下角方向上侧
|
|
|
|
+ for(int i = x - 1, j = y - 1; i >= 0 && j >= 0; i--, j-- ){
|
|
|
|
+ if(chessboard[i][j] == owner){sum++;}
|
|
|
|
+ else{break;}
|
|
|
|
+ }
|
|
|
|
+ //判断左上角到右下角方向下侧
|
|
|
|
+ for(int i = x + 1, j = y + 1; i < CHESSBOARD_SIZE && j < CHESSBOARD_SIZE; i++, j++ ){
|
|
|
|
+ if(chessboard[i][j] == owner){sum++;}
|
|
|
|
+ else{break;}
|
|
|
|
+ }
|
|
|
|
+ if(sum >= 4) {return true;}
|
|
|
|
+
|
|
|
|
+ sum = 0;
|
|
|
|
+ //判断右上角到左下角方向上侧
|
|
|
|
+ for(int i = x + 1, j = y - 1; i < CHESSBOARD_SIZE && j >= 0; i++, j-- ){
|
|
|
|
+ if(chessboard[i][j] == owner){sum++;}
|
|
|
|
+ else{break;}
|
|
|
|
+ }
|
|
|
|
+ //判断右上角到左下角方向下侧
|
|
|
|
+ for(int i = x - 1, j = y + 1; i >= 0 && j < CHESSBOARD_SIZE; i--, j++ ){
|
|
|
|
+ if(chessboard[i][j] == owner){sum++;}
|
|
|
|
+ else{break;}
|
|
|
|
+ }
|
|
|
|
+ if(sum >= 4) {return true;}
|
|
|
|
+
|
|
|
|
+ return false;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ //【【【【【*******整个游戏的核心*******】】】】】______确定机器落子位置
|
|
|
|
+ //使用五元组评分算法,该算法参考博客地址:https://blog.csdn.net/u011587401/article/details/50877828
|
|
|
|
+ //算法思路:对15X15的572个五元组分别评分,一个五元组的得分就是该五元组为其中每个位置贡献的分数,
|
|
|
|
+ // 一个位置的分数就是其所在所有五元组分数之和。所有空位置中分数最高的那个位置就是落子位置。
|
|
|
|
+ Position searchPosition(){
|
|
|
|
+ //每次都初始化下score评分数组
|
|
|
|
+ for(int i = 0; i < CHESSBOARD_SIZE; i++){
|
|
|
|
+ for(int j = 0; j < CHESSBOARD_SIZE; j++){
|
|
|
|
+ score[i][j] = 0;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //每次机器找寻落子位置,评分都重新算一遍(虽然算了很多多余的,因为上次落子时候算的大多都没变)
|
|
|
|
+ //先定义一些变量
|
|
|
|
+ int humanChessmanNum = 0;//五元组中的黑棋数量
|
|
|
|
+ int machineChessmanNum = 0;//五元组中的白棋数量
|
|
|
|
+ int tupleScoreTmp = 0;//五元组得分临时变量
|
|
|
|
+
|
|
|
|
+ int goalX = -1;//目标位置x坐标
|
|
|
|
+ int goalY = -1;//目标位置y坐标
|
|
|
|
+ int maxScore = -1;//最大分数
|
|
|
|
+
|
|
|
|
+ //1.扫描横向的15个行
|
|
|
|
+ for(int i = 0; i < 15; i++){
|
|
|
|
+ for(int j = 0; j < 11; j++){
|
|
|
|
+ int k = j;
|
|
|
|
+ while(k < j + 5){
|
|
|
|
+
|
|
|
|
+ if(chessboard[i][k] == -1) machineChessmanNum++;
|
|
|
|
+ else if(chessboard[i][k] == 1)humanChessmanNum++;
|
|
|
|
+
|
|
|
|
+ k++;
|
|
|
|
+ }
|
|
|
|
+ tupleScoreTmp = tupleScore(humanChessmanNum, machineChessmanNum);
|
|
|
|
+ //为该五元组的每个位置添加分数
|
|
|
|
+ for(k = j; k < j + 5; k++){
|
|
|
|
+ score[i][k] += tupleScoreTmp;
|
|
|
|
+ }
|
|
|
|
+ //置零
|
|
|
|
+ humanChessmanNum = 0;//五元组中的黑棋数量
|
|
|
|
+ machineChessmanNum = 0;//五元组中的白棋数量
|
|
|
|
+ tupleScoreTmp = 0;//五元组得分临时变量
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //2.扫描纵向15行
|
|
|
|
+ for(int i = 0; i < 15; i++){
|
|
|
|
+ for(int j = 0; j < 11; j++){
|
|
|
|
+ int k = j;
|
|
|
|
+ while(k < j + 5){
|
|
|
|
+ if(chessboard[k][i] == -1) machineChessmanNum++;
|
|
|
|
+ else if(chessboard[k][i] == 1)humanChessmanNum++;
|
|
|
|
+
|
|
|
|
+ k++;
|
|
|
|
+ }
|
|
|
|
+ tupleScoreTmp = tupleScore(humanChessmanNum, machineChessmanNum);
|
|
|
|
+ //为该五元组的每个位置添加分数
|
|
|
|
+ for(k = j; k < j + 5; k++){
|
|
|
|
+ score[k][i] += tupleScoreTmp;
|
|
|
|
+ }
|
|
|
|
+ //置零
|
|
|
|
+ humanChessmanNum = 0;//五元组中的黑棋数量
|
|
|
|
+ machineChessmanNum = 0;//五元组中的白棋数量
|
|
|
|
+ tupleScoreTmp = 0;//五元组得分临时变量
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //3.扫描右上角到左下角上侧部分
|
|
|
|
+ for(int i = 14; i >= 4; i--){
|
|
|
|
+ for(int k = i, j = 0; j < 15 && k >= 0; j++, k--){
|
|
|
|
+ int m = k;
|
|
|
|
+ int n = j;
|
|
|
|
+ while(m > k - 5 && k - 5 >= -1){
|
|
|
|
+ if(chessboard[m][n] == -1) machineChessmanNum++;
|
|
|
|
+ else if(chessboard[m][n] == 1)humanChessmanNum++;
|
|
|
|
+
|
|
|
|
+ m--;
|
|
|
|
+ n++;
|
|
|
|
+ }
|
|
|
|
+ //注意斜向判断的时候,可能构不成五元组(靠近四个角落),遇到这种情况要忽略掉
|
|
|
|
+ if(m == k-5){
|
|
|
|
+ tupleScoreTmp = tupleScore(humanChessmanNum, machineChessmanNum);
|
|
|
|
+ //为该五元组的每个位置添加分数
|
|
|
|
+ m = k;
|
|
|
|
+ n = j;
|
|
|
|
+ for(; m > k - 5 ; m--, n++){
|
|
|
|
+ score[m][n] += tupleScoreTmp;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //置零
|
|
|
|
+ humanChessmanNum = 0;//五元组中的黑棋数量
|
|
|
|
+ machineChessmanNum = 0;//五元组中的白棋数量
|
|
|
|
+ tupleScoreTmp = 0;//五元组得分临时变量
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //4.扫描右上角到左下角下侧部分
|
|
|
|
+ for(int i = 1; i < 15; i++){
|
|
|
|
+ for(int k = i, j = 14; j >= 0 && k < 15; j--, k++){
|
|
|
|
+ int m = k;
|
|
|
|
+ int n = j;
|
|
|
|
+ while(m < k + 5 && k + 5 <= 15){
|
|
|
|
+ if(chessboard[n][m] == -1) machineChessmanNum++;
|
|
|
|
+ else if(chessboard[n][m] == 1)humanChessmanNum++;
|
|
|
|
+
|
|
|
|
+ m++;
|
|
|
|
+ n--;
|
|
|
|
+ }
|
|
|
|
+ //注意斜向判断的时候,可能构不成五元组(靠近四个角落),遇到这种情况要忽略掉
|
|
|
|
+ if(m == k+5){
|
|
|
|
+ tupleScoreTmp = tupleScore(humanChessmanNum, machineChessmanNum);
|
|
|
|
+ //为该五元组的每个位置添加分数
|
|
|
|
+ m = k;
|
|
|
|
+ n = j;
|
|
|
|
+ for(; m < k + 5; m++, n--){
|
|
|
|
+ score[n][m] += tupleScoreTmp;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ //置零
|
|
|
|
+ humanChessmanNum = 0;//五元组中的黑棋数量
|
|
|
|
+ machineChessmanNum = 0;//五元组中的白棋数量
|
|
|
|
+ tupleScoreTmp = 0;//五元组得分临时变量
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //5.扫描左上角到右下角上侧部分
|
|
|
|
+ for(int i = 0; i < 11; i++){
|
|
|
|
+ for(int k = i, j = 0; j < 15 && k < 15; j++, k++){
|
|
|
|
+ int m = k;
|
|
|
|
+ int n = j;
|
|
|
|
+ while(m < k + 5 && k + 5 <= 15){
|
|
|
|
+ if(chessboard[m][n] == -1) machineChessmanNum++;
|
|
|
|
+ else if(chessboard[m][n] == 1)humanChessmanNum++;
|
|
|
|
+
|
|
|
|
+ m++;
|
|
|
|
+ n++;
|
|
|
|
+ }
|
|
|
|
+ //注意斜向判断的时候,可能构不成五元组(靠近四个角落),遇到这种情况要忽略掉
|
|
|
|
+ if(m == k + 5){
|
|
|
|
+ tupleScoreTmp = tupleScore(humanChessmanNum, machineChessmanNum);
|
|
|
|
+ //为该五元组的每个位置添加分数
|
|
|
|
+ m = k;
|
|
|
|
+ n = j;
|
|
|
|
+ for(; m < k + 5; m++, n++){
|
|
|
|
+ score[m][n] += tupleScoreTmp;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //置零
|
|
|
|
+ humanChessmanNum = 0;//五元组中的黑棋数量
|
|
|
|
+ machineChessmanNum = 0;//五元组中的白棋数量
|
|
|
|
+ tupleScoreTmp = 0;//五元组得分临时变量
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //6.扫描左上角到右下角下侧部分
|
|
|
|
+ for(int i = 1; i < 11; i++){
|
|
|
|
+ for(int k = i, j = 0; j < 15 && k < 15; j++, k++){
|
|
|
|
+ int m = k;
|
|
|
|
+ int n = j;
|
|
|
|
+ while(m < k + 5 && k + 5 <= 15){
|
|
|
|
+ if(chessboard[n][m] == -1) machineChessmanNum++;
|
|
|
|
+ else if(chessboard[n][m] == 1)humanChessmanNum++;
|
|
|
|
+
|
|
|
|
+ m++;
|
|
|
|
+ n++;
|
|
|
|
+ }
|
|
|
|
+ //注意斜向判断的时候,可能构不成五元组(靠近四个角落),遇到这种情况要忽略掉
|
|
|
|
+ if(m == k + 5){
|
|
|
|
+ tupleScoreTmp = tupleScore(humanChessmanNum, machineChessmanNum);
|
|
|
|
+ //为该五元组的每个位置添加分数
|
|
|
|
+ m = k;
|
|
|
|
+ n = j;
|
|
|
|
+ for(; m < k + 5; m++, n++){
|
|
|
|
+ score[n][m] += tupleScoreTmp;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //置零
|
|
|
|
+ humanChessmanNum = 0;//五元组中的黑棋数量
|
|
|
|
+ machineChessmanNum = 0;//五元组中的白棋数量
|
|
|
|
+ tupleScoreTmp = 0;//五元组得分临时变量
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //从空位置中找到得分最大的位置
|
|
|
|
+ for(int i = 0; i < 15; i++){
|
|
|
|
+ for(int j = 0; j < 15; j++){
|
|
|
|
+ if(chessboard[i][j] == 0 && score[i][j] > maxScore){
|
|
|
|
+ goalX = i;
|
|
|
|
+ goalY = j;
|
|
|
|
+ maxScore = score[i][j];
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ print(maxScore);
|
|
|
|
+
|
|
|
|
+ if(goalX != -1 && goalY != -1){
|
|
|
|
+ return new Position(goalX.toDouble(), goalY.toDouble(), ChessFlyweightFactory.getInstance().getChess(""));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //没找到坐标说明平局了,笔者不处理平局
|
|
|
|
+ print("没有找到");
|
|
|
|
+ return new Position(-1, -1, ChessFlyweightFactory.getInstance().getChess(""));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //各种五元组情况评分表
|
|
|
|
+ int tupleScore(int humanChessmanNum, int machineChessmanNum){
|
|
|
|
+ //1.既有人类落子,又有机器落子,判分为0
|
|
|
|
+ if(humanChessmanNum > 0 && machineChessmanNum > 0){
|
|
|
|
+ return 0;
|
|
|
|
+ }
|
|
|
|
+ //2.全部为空,没有落子,判分为7
|
|
|
|
+ if(humanChessmanNum == 0 && machineChessmanNum == 0){
|
|
|
|
+ return 7;
|
|
|
|
+ }
|
|
|
|
+ //3.机器落1子,判分为35
|
|
|
|
+ if(machineChessmanNum == 1){
|
|
|
|
+ return 35;
|
|
|
|
+ }
|
|
|
|
+ //4.机器落2子,判分为800
|
|
|
|
+ if(machineChessmanNum == 2){
|
|
|
|
+ return 800;
|
|
|
|
+ }
|
|
|
|
+ //5.机器落3子,判分为15000
|
|
|
|
+ if(machineChessmanNum == 3){
|
|
|
|
+ return 15000;
|
|
|
|
+ }
|
|
|
|
+ //6.机器落4子,判分为800000
|
|
|
|
+ if(machineChessmanNum == 4){
|
|
|
|
+ return 800000;
|
|
|
|
+ }
|
|
|
|
+ //7.人类落1子,判分为15
|
|
|
|
+ if(humanChessmanNum == 1){
|
|
|
|
+ return 15;
|
|
|
|
+ }
|
|
|
|
+ //8.人类落2子,判分为400
|
|
|
|
+ if(humanChessmanNum == 2){
|
|
|
|
+ return 400;
|
|
|
|
+ }
|
|
|
|
+ //9.人类落3子,判分为1800
|
|
|
|
+ if(humanChessmanNum == 3){
|
|
|
|
+ return 1800;
|
|
|
|
+ }
|
|
|
|
+ //10.人类落4子,判分为100000
|
|
|
|
+ if(humanChessmanNum == 4){
|
|
|
|
+ return 100000;
|
|
|
|
+ }
|
|
|
|
+ return -1;//若是其他结果肯定出错了。这行代码根本不可能执行
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+}
|