/// <summary> /// 加入下一步之路線 /// </summary> /// <param name="csqIn">該路線地圖</param> /// <param name="cwpIn">該路線路徑</param> /// <param name="scoreIn">該路線分數</param> /// <param name="csideIn">該路線陣營方</param> public void AddRoute(WalkRoute WRIn) { WalkRouteList.Add(WRIn); }
private void AImain(object OBIn) { WalkRoute WRMain = (WalkRoute)OBIn; int score = 0; //MinMax用 int scoreS = 0; //Select用 int mNum = WRMain.mNum; chessSquare.chessSides cside = WRMain.cside; chessSquare.chessSides Ncside = cside; chessSquare.chessSides AINside = cside; chessSquare csq = WRMain.csq; chessWalkPoint cwp = WRMain.cwp; ChessPointStore cpsMain = new ChessPointStore(WRMain); bool GameOverFlag = false; //遊戲是否已結束標記(國王被吃) if (mNum < stepNumTot) //非開創之主節點(Select) { //推算對方陣營 if ((int)cside == 1) { Ncside = chessSquare.chessSides.Black; } else { Ncside = chessSquare.chessSides.White; } if ((int)AIside == 1) { AINside = chessSquare.chessSides.Black; } else { AINside = chessSquare.chessSides.White; } if (cwp.SpecialNum == chessSquare.chessSpecial.Null) { //當前路線分數判斷部分 if (csq.PSquare[cwp.nNumX - 1, cwp.nNumY - 1] == Ncside) { //若是check的話則加分 //scoreS += (int)csq.mSquare[cwp.nNumX - 1, cwp.nNumY - 1] * 5; switch (csq.mSquare[cwp.nNumX - 1, cwp.nNumY - 1]) { case chessSquare.chessName.King: scoreS += 999; break; case chessSquare.chessName.Queen: scoreS += 60; break; case chessSquare.chessName.Pawn: scoreS += 5; break; default: scoreS += 20; break; } } } else if (cwp.SpecialNum == chessSquare.chessSpecial.S_No1) { scoreS += 5; } else if (cwp.SpecialNum == chessSquare.chessSpecial.S_No3) { scoreS += 100; } //如果該路線被吃之棋子為對手之國王時,視同結束本節點 if (csq.mSquare[cwp.nNumX - 1, cwp.nNumY - 1] == chessSquare.chessName.King && csq.PSquare[cwp.nNumX - 1, cwp.nNumY - 1] == Ncside) { scoreS = 9999; GameOverFlag = true; WRMain.RouteIsOver = true; } //移動棋子 csq.movechess(cwp); //csq.aSquareUpdate(cside); if (cwp.SpecialNum == chessSquare.chessSpecial.Null) { int[] chessnum = csq.chessCheckFucFull(csq, cside, cwp.nNumX - 1, cwp.nNumY - 1); if (chessnum[1] > 0) { scoreS += chessnum[0]; scoreS -= chessnum[1]; } } } cpsMain.csq = csq; //如果國王已被吃掉時,直接結束本節點 if (csq.ChessSquareXY[(int)AIside - 1][(int)chessSquare.chessName.King - 1][0][0] == -1 && csq.ChessSquareXY[(int)AIside - 1][(int)chessSquare.chessName.King - 1][0][1] == -1) { WRMain.RouteIsOver = true; GameOverFlag = true; score = -9999; } else if (csq.ChessSquareXY[(int)AINside - 1][(int)chessSquare.chessName.King - 1][0][0] == -1 && csq.ChessSquareXY[(int)AINside - 1][(int)chessSquare.chessName.King - 1][0][1] == -1) { WRMain.RouteIsOver = true; GameOverFlag = true; score = 9999; } else if (mNum == 0) //末節點 { int[] Tscore = new int[2]; //雙方評分分數 bool[] IsKingAlive = new bool[2]; for (int numSide = 0; numSide < 2; ++numSide) { //對雙方棋子進行存在評分 foreach (int[][] Nchess in csq.ChessSquareXY[numSide]) { foreach (int[] NAchess in Nchess) { if (NAchess[0] == -1 && NAchess[1] == -1) { continue; //該棋子已消失 } else { switch (csq.mSquare[NAchess[0], NAchess[1]]) { case chessSquare.chessName.King: Tscore[numSide] += 999; IsKingAlive[numSide] = true; break; case chessSquare.chessName.Queen: Tscore[numSide] += 60; break; case chessSquare.chessName.Pawn: Tscore[numSide] += 5; break; default: Tscore[numSide] += 20; break; } } } } } if (AIside == chessSquare.chessSides.White) { score = Tscore[0] - Tscore[1]; } else if (AIside == chessSquare.chessSides.Black) { score = Tscore[1] - Tscore[0]; } if (IsKingAlive[(int)AIside - 1] == false) { WRMain.RouteIsOver = true; GameOverFlag = true; } } //============ if (mNum > 0 || AIside == cside) //非末節點或者該節點為AI方陣營者 { if (csq.chessCheck_Check(cside) == true) { if (mNum < stepNumTot) { //於進行本步下卻讓國王仍然或被置身於check狀態,視為違法棋步 WRMain.RouteIsInValid = true; GameOverFlag = true; if (cside == AIside) { score = -99999; } else { score = 99999; } scoreS = -99999; } else { csq.ChessSquareCheckK[(int)cside - 1] = true; } } else { csq.ChessSquareCheckK[(int)cside - 1] = false; } } //============ if (mNum > 0) //非末節點 { if (csq.chessCheck_Check(Ncside) == true) { //scoreS += 2; csq.ChessSquareCheckK[(int)Ncside - 1] = true; } else { csq.ChessSquareCheckK[(int)Ncside - 1] = false; } } //============ //非最後一階段函式計算路線並遞迴部分(下一步之敵方判斷) if (mNum > 0 && GameOverFlag == false) { List <chessWalkPoint> NcwpL = new List <chessWalkPoint>(); //每一條路線路徑 //==========對我方做一階諮詢 csq.ListChessUpdate(Ncside, false); csq.aSquareUpdate(Ncside); foreach (int[][] Nchess in csq.ChessSquareXY[(int)Ncside - 1]) { foreach (int[] NAchess in Nchess) { if (NAchess[0] == -1 && NAchess[1] == -1) { continue; //該棋子已消失 } //====================== foreach (int[] tNum in csq.LChessBasic[NAchess[3]].LCanWalk.ToArray()) { chessWalkPoint Ncwp = new chessWalkPoint(NAchess[0] + 1, NAchess[1] + 1, tNum[0] + 1, tNum[1] + 1); NcwpL.Add(Ncwp); } foreach (int[] tNum in csq.LChessBasic[NAchess[3]].LCanCheck.ToArray()) { chessWalkPoint Ncwp = new chessWalkPoint(NAchess[0] + 1, NAchess[1] + 1, tNum[0] + 1, tNum[1] + 1); NcwpL.Add(Ncwp); } foreach (int[] tNum in csq.LChessBasic[NAchess[3]].LSpecial.ToArray()) { //如果該路線為特殊2號規則,且於整場棋局內已使用過的話則視同無效 if ((chessSquare.chessSpecial)tNum[2] == chessSquare.chessSpecial.S_No2 && csq.IsChessSpecialNo2Used[(int)Ncside - 1] == true) { continue; } chessWalkPoint Ncwp = new chessWalkPoint(NAchess[0] + 1, NAchess[1] + 1, tNum[0] + 1, tNum[1] + 1, (chessSquare.chessSpecial)tNum[2]); NcwpL.Add(Ncwp); } } } //============================================= if (mNum == stepNumTot) { TND = new Thread[NcwpL.Count]; AIFirstFlag = new bool[NcwpL.Count]; } for (int i = NcwpL.Count - 1; i >= 0; --i) { int teamNum = WRMain.TeamNum; if (mNum == stepNumTot) { teamNum = i; } WalkRoute WRNext = new WalkRoute(new chessSquare(csq, true), NcwpL[i], 0, Ncside, teamNum, mNum - 1, WRMain.PMaxScore, WRMain.PMinScore); WRNext.scoreMS = scoreS; //節點下路線新增 if (cpsMain != null) { cpsMain.AddRoute(WRNext); } if (mNum == stepNumTot) { if (Ncside == chessSquare.chessSides.Black && WRNext.cwp.nNumY < WRNext.cwp.pNumY) { WRNext.RouteIsForwardVerticalMove = true; } else if (Ncside == chessSquare.chessSides.White && WRNext.cwp.nNumY > WRNext.cwp.pNumY) { WRNext.RouteIsForwardVerticalMove = true; } else { WRNext.RouteIsForwardVerticalMove = false; } AIFirstFlag[i] = false; TND[i] = new Thread(AImain); TND[i].Start(WRNext); } else { AImain(WRNext); if (mNum % 2 == stepNumTot % 2) //我方陣營回合 { WRMain.PMaxScore = Math.Max(WRMain.PMaxScore, WRNext.score); } else //敵方陣營回合 { WRMain.PMinScore = Math.Min(WRMain.PMinScore, WRNext.score); } //本節點為第一層節點時更新開創之主節點之目前最高分數 if (mNum == stepNumTot - 1) { WRMain.PMaxScore = ZeroMaxScore; } /*當本節點目前選擇之最高路線分數 * ,仍無法相等或超過與上一節點最高分門檻時*/ if (WRMain.PMinScore < WRMain.PMaxScore) { break; } } } if (mNum == stepNumTot) { while (true) { bool BF = true; for (int i = 0; i < AIFirstFlag.Length; ++i) { if (AIFirstFlag[i] == false) { BF = false; break; } } if (BF == true) { break; } else { Thread.Sleep(0); } } } if (cpsMain.WalkRouteList.Count > 1 && cpsMain.FinalSelectWR == null) { //取所有下一步中最高分數 if (mNum % 2 == stepNumTot % 2) //我方陣營回合 { //取所有下一步中最高分數 var result = cpsMain.WalkRouteList.Where(n => n.score == cpsMain.WalkRouteList.Max(x => x.score)); var result2 = result.Where(n => n.scoreMS == result.Max(x => x.scoreMS)); if (result2.Count() > 0) { WalkRoute wk = result2.ElementAt(rd.Next(result2.Count())); score = wk.score; scoreS += -wk.scoreMS; cpsMain.FinalSelectWR = wk; } else { WalkRoute wk2 = result.ElementAt(rd.Next(result.Count())); score = wk2.score; scoreS += -wk2.scoreMS; cpsMain.FinalSelectWR = wk2; } } else //敵方陣營回合 { //取所有下一步中最低分數 var result = cpsMain.WalkRouteList.Where(n => n.score == cpsMain.WalkRouteList.Min(x => x.score)); var result2 = result.Where(n => n.scoreMS == result.Max(x => x.scoreMS)); if (result2.Count() > 0) { WalkRoute wk = result2.ElementAt(rd.Next(result2.Count())); score = wk.score; scoreS += -wk.scoreMS; cpsMain.FinalSelectWR = wk; } else { WalkRoute wk2 = result.ElementAt(rd.Next(result.Count())); score = wk2.score; scoreS += -wk2.scoreMS; cpsMain.FinalSelectWR = wk2; } } } else if (cpsMain.WalkRouteList.Count == 1 && cpsMain.FinalSelectWR == null) { score = cpsMain.WalkRouteList[0].score; scoreS += -cpsMain.WalkRouteList[0].scoreMS; cpsMain.FinalSelectWR = cpsMain.WalkRouteList[0]; } //如果最終選擇之子路線已被宣告為無效者 if (cpsMain.FinalSelectWR.RouteIsInValid == true) { //如果本棋步未被check,但最終選擇之子路線已被宣告為無效者,視同逼和 if (csq.ChessSquareCheckK[(int)Ncside - 1] == false) { score = 0; scoreS = 0; } //本路線視同為結束宣告 WRMain.RouteIsOver = true; } //如果最終選擇之子路線已被宣告為結束者,本路線視同為結束宣告 if (cpsMain.FinalSelectWR.RouteIsOver == true) { //本路線視同為結束宣告 WRMain.RouteIsOver = true; } } //節點紀錄物件儲存 if (cpsMain != null) { cpsMain.WalkRouteThis.score = score; cpsMain.WalkRouteThis.scoreMS = scoreS; if (mNum == stepNumTot) //遞迴開創之主 { CPSZero = cpsMain; } } if (mNum == stepNumTot - 1) { Console.WriteLine("[{0}]{1}{2}=>{3}{4} score={5} scoreMS={6} {7}{8}", mNum, (char)(cwp.pNumX + 96), cwp.pNumY, (char)(cwp.nNumX + 96), cwp.nNumY, score, scoreS, WRMain.RouteIsInValid ? "X" : "", WRMain.RouteIsOver ? "G" : ""); AIFirstFlag[WRMain.TeamNum] = true; //==================== //本節點為第一層節點時更新開創之主節點之目前分數 lock (OBL) { if (score > ZeroMaxScore) { ZeroMaxScore = score; } } } ////Debug用 //lock (OBL) //{ // if (mNum <= stepNumTot - 1) // { // sw.WriteLine("[{0}] {1}{2}=>{3}{4} score={5} scoreMS={6} {7}{8} ({9})", // mNum, (char)(cwp.pNumX + 96), cwp.pNumY, (char)(cwp.nNumX + 96), cwp.nNumY, score, scoreS, WRMain.RouteIsInValid ? "X" : "", WRMain.RouteIsOver ? "G" : "", WRMain.TeamNum); // } // if (mNum == stepNumTot - 1) // { // Console.WriteLine("[{0}]{1}{2}=>{3}{4} score={5} scoreMS={6} {7}{8}", // mNum, (char)(cwp.pNumX + 96), cwp.pNumY, (char)(cwp.nNumX + 96), cwp.nNumY, score, scoreS, WRMain.RouteIsInValid ? "X" : "", WRMain.RouteIsOver ? "G" : ""); // AIFirstFlag[WRMain.TeamNum] = true; // //==================== // //本節點為第一層節點時更新開創之主節點之目前分數 // if (score > ZeroMaxScore) // { // ZeroMaxScore = score; // } // } //} }
public ChessPointStore(WalkRoute WRIn) { WalkRouteThis = WRIn; }