示例#1
0
        public bool simulate()
        {
            GameResult gameResult = judgeLastMove();

            if (gameResult == GameResult.ComputerWon)
            {
                return(true);
            }

            // 建立模拟所需数据结构
            GobangGameState localGameState = (GobangGameState)this.Clone();

            /*GobangPoint[,] localBoardState = gameState.boardState; // 棋盘
             * HashSet<GobangPoint> localUnplacedPoints = findUnplacedPoints(localBoardState);*/
            PieceType curPieceType = PieceType.Computer;

            // 模拟
            do
            {
                curPieceType = (curPieceType == PieceType.Computer ? PieceType.Player : PieceType.Computer);
                GobangPoint point = randomlySelectPoint(localGameState.unplacedPoints);
                if (point == null)
                {
                    return(false);
                }
                point.pieceType = curPieceType;
                GobangMove move = new GobangMove(point);
                localGameState.placePiece(move);
                gameResult = localGameState.judgeLastMove(); // TODO: check unplacedPoints
            } while (gameResult == GameResult.NoOutcome);

            return(gameResult == GameResult.ComputerWon);
        }
示例#2
0
        public MCTSGameState expand(List <MCTSGameState> existingChildren)
        {
            // 随机选择落子位置
            HashSet <GobangPoint> unexpandedPoints = findUnexpandedPoints(existingChildren);
            GobangPoint           point            = randomlySelectPoint(unexpandedPoints);

            GobangGameState nextState = (GobangGameState)this.Clone();

            nextState.placePiece(new GobangMove(new GobangPoint(point.coord, PieceType.Computer, point.gameObj)));
            return(nextState);
        }
示例#3
0
        /// <summary>
        /// 依据传入的子节点,找出可展开的位置
        /// </summary>
        /// <param name="existingChildren">已经存在的子节点</param>
        /// <returns>可展开位置的集合</returns>
        private HashSet <GobangPoint> findUnexpandedPoints(List <MCTSGameState> existingChildren)
        {
            HashSet <GobangPoint> unplacedPointsCopy = new HashSet <GobangPoint>(unplacedPoints);

            foreach (var mctsChild in existingChildren)
            {
                GobangGameState child = (GobangGameState)mctsChild;
                unplacedPointsCopy.Remove(child.lastMove.point);
            }

            return(unplacedPointsCopy);
        }