public SweeperAgent(  IList<IList<MINEWND>> Mines, int XNum, int YNum)
        {
            KB = new SimpleList(XNum * YNum,3);
            Requested = new SimpleList(XNum * YNum,2);
            Output = new SimpleList(XNum * YNum,2);
            m_uXNum = XNum;
            m_uYNum = YNum;
            m_pMines = new MINEWND[m_uXNum][];
            foreach (var i in Enumerable.Range(0, m_uXNum))
                m_pMines[i] = new MINEWND[m_uYNum];

            foreach (var i in Enumerable.Range(0, m_uXNum))
            {
                foreach (var j in Enumerable.Range(0, m_uYNum))
                {
                    m_pMines[i][j] = Mines[i][j];
                }
            }
            //Now the m_PMines are bounded with the one in Game.cs!!!
            /*
            foreach (var i in Enumerable.Range(0, m_uXNum))
            {
                foreach (var j in Enumerable.Range(0, m_uYNum))
                {
                    m_pMines[i][j].uAttrib = Attrib.Mine;
                }
            }
             * */
        }
        /// <summary>
        /// 利用深度优先,寻找所有SimpleDeduction未能发现的雷区。
        /// </summary>
        public void DepthFirstDeductoin()
        {
            SimpleDeduction();
            //初始时需要清空所有m_pMines的Temp状态
            clearAllTemp();
            int Depth = Requested.Count;//实际数组坐标到达Depth-1
            if (Depth == 0) return;

            List<SimpleList> TemporaryMines = new List<SimpleList>(); //用于存储各种可能的结果,其实不用,只要最后判断整体结果合格时,将Requested中的所有点的当前值放入即可
            SimpleList CountingMines = new SimpleList(Requested.Count, 4);//用于存放此归结数组
            InitializeCountingMines(CountingMines);

            //每加一个雷,只会对周围的Num产生影响,因此只需判断此个函数
            DFSMine(0,Depth, TemporaryMines);
            ///在此之后,无非以下情况:
            ///(1) 没有Solution,则智能体随机点击
            /// (2) 有Solution,智能体搜索是否有存在于所有Solution中的结果,若存在,则可以判断。
            /// 当然,均可以归结为对每一个需要推断的地方的出现Mine以及非Empty的和作归结。利用CountingMines
            /// 经过无数次Debug,总算可以确定,TemporaryMines中确实有所需要的所有正确的解。完全而且不遗漏。
            /// 例如:当棋盘上只有1时,显示的解为8;只有2时,为28;当由SimpleDeduction有定解时,解为0。
            ///
            //下面开始,对TemporaryMines中的每个值进行累加。
            //找到具有最大可能性为空的,并且若该可能性为1,则标志出来为Estimation.Empty。
            CountingEveryRequired(TemporaryMines, CountingMines);
            int HighestApp = FindHighestAppearance(CountingMines);
            //新建一个SimpleList,其中存放所有具有最高可能性Empty的格子的坐标
            FindAllHighestEmpty(HighestApp,CountingMines,(HighestApp==TemporaryMines.Count));
        }
 private void InitializeCountingMines(SimpleList CountingMines)
 {
     foreach (var i in Enumerable.Range(0, Requested.Count))
        {
        int[] b = (int[])Requested[i];
        int x = b[0]; int y = b[1];
        int[] c = {x,y,0,0};
        CountingMines.Add(c);
        }
 }
 private int FindHighestAppearance(SimpleList CountingMines)
 {
     //首先遍历,找到最大的值。分母的基数即为TemporaryMines.Count因此技术即可
        int HighestApp = 0;
        foreach (var i in Enumerable.Range(0, CountingMines.Count))
        {
        int a =((int[])CountingMines[i])[2]; //该位置出现Empty的次数
         HighestApp = ( a > HighestApp) ? a : HighestApp;
        }
        return HighestApp;
 }
 private void FindAllHighestEmpty(int HighestApp, SimpleList CountingMines, bool isSure)
 {
     foreach (var i in Enumerable.Range(0, CountingMines.Count))
        {
        int[]  a = (int[])CountingMines[i];
        int b = a[2];//该位置出现Empty的次数
        if (HighestApp == b)
        {
            int x = a[0]; int y = a[1];
            if (isSure)
                m_pMines[x][y].uEstimation = Estimation.Empty;
            else
                m_pMines[x][y].uEstimation = Estimation.HighestEmpty;
        }
        }
 }
 private void CountingEveryRequired(List<SimpleList> TemporaryMines, SimpleList CountingMines)
 {
     foreach (var i in Enumerable.Range(0, TemporaryMines.Count)) //对每种可能的结果进行遍历,假设他们可能性相等
        {
        SimpleList TemporaryMine = TemporaryMines[i];
        foreach (var j in Enumerable.Range(0, TemporaryMine.Count))
            //首先,TemporaryMine.Count = Requested.Count; 其次,CountingMines中的顺序与下表对应应该和TemporaryMines中完全一致
        {
            int[] a = (int[])TemporaryMine[j]; //得到了一个三个数的数组
            int[] b = (int[])CountingMines[j];
            if (a[2] == 0) b[2]++;
            if (a[2] == 1) b[3]++;
        }
        }
 }
 private void AddToTemporaryMines(List<SimpleList> TemporaryMines)
 {
     SimpleList TemporaryMine = new SimpleList(Requested.Count,3);
        foreach (var i in Enumerable.Range(0, Requested.Count))
        {
        int[] b = (int[])Requested[i];
        int x = b[0]; int  y = b[1];
        if (m_pMines[x][y].uEstimation == Estimation.TempEmpty)
        {
            int[] c = { x, y, 0 };
            TemporaryMine.Add(c);
        }
        if (m_pMines[x][y].uEstimation == Estimation.TempMine)
        {
            int[] c = { x, y, 1 };
            TemporaryMine.Add(c);
        }
        }
        TemporaryMines.Add(TemporaryMine);
 }