示例#1
0
        /// <summary>
        /// 获得PolicyPlayer下一步的决策
        /// </summary>
        /// <param name="ThisChessBoard">当前局面棋盘</param>
        /// <param name="RootNode">返回的决策树根节点</param>
        /// <returns>下一步决策动作</returns>
        public QuoridorAction GetNextPolicy(ChessBoard ThisChessBoard, out GameTreeNode RootNode)
        {
            QuoridorAction NextPolicy = new QuoridorAction(NowAction.Action_Wait, new Point(-1, -1));

            RootNode            = new GameTreeNode();
            RootNode.NodePlayer = NowEvalution.ReversePlayer(PolicyPlayer);

            int P2Dis = NowEvalution.AstarEngine.AstarRestart(ThisChessBoard, EnumNowPlayer.Player2
                                                              , ThisChessBoard.Player2Location.X, ThisChessBoard.Player2Location.Y);
            int P1Dis = NowEvalution.AstarEngine.AstarRestart(ThisChessBoard, EnumNowPlayer.Player1
                                                              , ThisChessBoard.Player1Location.X, ThisChessBoard.Player1Location.Y);

            RootNode.NodeAction.ActionCheckResult.P1Distance = P1Dis;
            RootNode.NodeAction.ActionCheckResult.P2Distance = P2Dis;

            if (UsedAlgorithm == Enum_DecisionAlgorithm.AlphaBetaPurning)
            {
                #region 配置AB剪枝参数
                QuoridorEvalution.ActionListIfSort = ThisABPurningPara.SortActionList;
                GameTreeNode.SearchFrameWork       = GameTreeNode.Enum_GameTreeSearchFrameWork.AlphaBetaPurning;
                GameTreeNode.IfUseTanslationTable  = ThisABPurningPara.UseTT;
                GameTreeNode.DepthMax = ThisABPurningPara.DepthMax;
                RootNode.alpha        = ThisABPurningPara.AlphaInit;
                RootNode.beta         = ThisABPurningPara.BetaInit;
                #endregion
                if (ThisABPurningPara.UseFormulae && NowGameSituation == GameSituation.InitialSituation)
                {
                    NextPolicy = GetFormulaePolicy(ThisChessBoard);
                }
                else
                {
                    GameTreeNode.CreateGameTree(PolicyPlayer, RootNode, ThisChessBoard, ThisABPurningPara.DepthMax, false);
                    NextPolicy = RootNode.NodeAction;
                }
            }

            return(NextPolicy);
        }