ai.dart 5.4 KB

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  1. import 'package:gobang/constants.dart';
  2. import 'package:gobang/flyweight/chess_flyweight_factory.dart';
  3. import 'package:gobang/flyweight/position.dart';
  4. /// 五子棋 AI:五元组评分算法
  5. /// 参考:https://blog.csdn.net/u011587401/article/details/50877828
  6. class Ai {
  7. Ai._() {
  8. chessboard = List.generate(
  9. kBoardSize,
  10. (_) => List.filled(kBoardSize, 0),
  11. );
  12. score = List.generate(
  13. kBoardSize,
  14. (_) => List.filled(kBoardSize, 0),
  15. );
  16. }
  17. static final Ai instance = Ai._();
  18. static Ai getInstance() => instance;
  19. /// 先手:1 人类,-1 机器
  20. int first = 1;
  21. late final List<List<int>> chessboard;
  22. late final List<List<int>> score;
  23. void init() {
  24. first = 1;
  25. for (var i = 0; i < kBoardSize; i++) {
  26. for (var j = 0; j < kBoardSize; j++) {
  27. chessboard[i][j] = 0;
  28. score[i][j] = 0;
  29. }
  30. }
  31. }
  32. void addChessman(int x, int y, int owner) {
  33. if (x < 0 || x >= kBoardSize || y < 0 || y >= kBoardSize) return;
  34. chessboard[x][y] = owner;
  35. }
  36. bool isLegal(int x, int y) {
  37. return x >= 0 &&
  38. x < kBoardSize &&
  39. y >= 0 &&
  40. y < kBoardSize &&
  41. chessboard[x][y] == 0;
  42. }
  43. /// 判断 [owner] 在 (x,y) 落子后是否五连
  44. bool isWin(int x, int y, int owner) {
  45. const directions = [
  46. (1, 0),
  47. (0, 1),
  48. (1, 1),
  49. (1, -1),
  50. ];
  51. for (final (dx, dy) in directions) {
  52. var count = 1;
  53. count += _countDirection(x, y, dx, dy, owner);
  54. count += _countDirection(x, y, -dx, -dy, owner);
  55. if (count >= 5) return true;
  56. }
  57. return false;
  58. }
  59. int _countDirection(int x, int y, int dx, int dy, int owner) {
  60. var count = 0;
  61. var cx = x + dx;
  62. var cy = y + dy;
  63. while (cx >= 0 &&
  64. cx < kBoardSize &&
  65. cy >= 0 &&
  66. cy < kBoardSize &&
  67. chessboard[cx][cy] == owner) {
  68. count++;
  69. cx += dx;
  70. cy += dy;
  71. }
  72. return count;
  73. }
  74. /// 选取评分最高的空位作为落子点
  75. Position searchPosition() {
  76. for (var i = 0; i < kBoardSize; i++) {
  77. for (var j = 0; j < kBoardSize; j++) {
  78. score[i][j] = 0;
  79. }
  80. }
  81. _scoreRows();
  82. _scoreColumns();
  83. _scoreDiagDown();
  84. _scoreDiagUp();
  85. var goalX = -1;
  86. var goalY = -1;
  87. var maxScore = -1;
  88. for (var i = 0; i < kBoardSize; i++) {
  89. for (var j = 0; j < kBoardSize; j++) {
  90. if (chessboard[i][j] == 0 && score[i][j] > maxScore) {
  91. goalX = i;
  92. goalY = j;
  93. maxScore = score[i][j];
  94. }
  95. }
  96. }
  97. final black = ChessFlyweightFactory.getInstance().getChess('black');
  98. if (goalX != -1 && goalY != -1) {
  99. return Position(goalX.toDouble(), goalY.toDouble(), black);
  100. }
  101. return Position(-1, -1, black);
  102. }
  103. void _scoreRows() {
  104. for (var i = 0; i < kBoardSize; i++) {
  105. for (var j = 0; j <= kBoardSize - 5; j++) {
  106. var human = 0;
  107. var machine = 0;
  108. for (var k = j; k < j + 5; k++) {
  109. final cell = chessboard[i][k];
  110. if (cell == -1) {
  111. machine++;
  112. } else if (cell == 1) {
  113. human++;
  114. }
  115. }
  116. final s = tupleScore(human, machine);
  117. for (var k = j; k < j + 5; k++) {
  118. score[i][k] += s;
  119. }
  120. }
  121. }
  122. }
  123. void _scoreColumns() {
  124. for (var i = 0; i < kBoardSize; i++) {
  125. for (var j = 0; j <= kBoardSize - 5; j++) {
  126. var human = 0;
  127. var machine = 0;
  128. for (var k = j; k < j + 5; k++) {
  129. final cell = chessboard[k][i];
  130. if (cell == -1) {
  131. machine++;
  132. } else if (cell == 1) {
  133. human++;
  134. }
  135. }
  136. final s = tupleScore(human, machine);
  137. for (var k = j; k < j + 5; k++) {
  138. score[k][i] += s;
  139. }
  140. }
  141. }
  142. }
  143. /// 左上 → 右下
  144. void _scoreDiagDown() {
  145. for (var i = 0; i <= kBoardSize - 5; i++) {
  146. for (var j = 0; j <= kBoardSize - 5; j++) {
  147. var human = 0;
  148. var machine = 0;
  149. for (var k = 0; k < 5; k++) {
  150. final cell = chessboard[i + k][j + k];
  151. if (cell == -1) {
  152. machine++;
  153. } else if (cell == 1) {
  154. human++;
  155. }
  156. }
  157. final s = tupleScore(human, machine);
  158. for (var k = 0; k < 5; k++) {
  159. score[i + k][j + k] += s;
  160. }
  161. }
  162. }
  163. }
  164. /// 左下 → 右上
  165. void _scoreDiagUp() {
  166. for (var i = 4; i < kBoardSize; i++) {
  167. for (var j = 0; j <= kBoardSize - 5; j++) {
  168. var human = 0;
  169. var machine = 0;
  170. for (var k = 0; k < 5; k++) {
  171. final cell = chessboard[i - k][j + k];
  172. if (cell == -1) {
  173. machine++;
  174. } else if (cell == 1) {
  175. human++;
  176. }
  177. }
  178. final s = tupleScore(human, machine);
  179. for (var k = 0; k < 5; k++) {
  180. score[i - k][j + k] += s;
  181. }
  182. }
  183. }
  184. }
  185. /// 五元组评分表
  186. int tupleScore(int humanChessmanNum, int machineChessmanNum) {
  187. if (humanChessmanNum > 0 && machineChessmanNum > 0) return 0;
  188. if (humanChessmanNum == 0 && machineChessmanNum == 0) return 7;
  189. const machineScores = {1: 35, 2: 800, 3: 15000, 4: 800000};
  190. const humanScores = {1: 15, 2: 400, 3: 1800, 4: 100000};
  191. if (machineChessmanNum > 0) {
  192. return machineScores[machineChessmanNum] ?? -1;
  193. }
  194. if (humanChessmanNum > 0) {
  195. return humanScores[humanChessmanNum] ?? -1;
  196. }
  197. return -1;
  198. }
  199. }