首页 > IT职业 > IT生活 > 斗地主AI算法——第十四章の主动出牌(3)
上一章已经排除了飞机、三带等牌型,那么除去炸弹王炸以外,我们只剩下单牌、对牌、三牌以及单顺、双顺、三顺了。
首先说单牌、对牌、三牌。其逻辑基本一样,只是出牌的个数有差别,即:如果该i牌数量满足这种牌型要求,即先打出,计算其剩余价值。
//出单牌 if (clsHandCardData.value_aHandCardList[i] > 0) { clsHandCardData.value_aHandCardList[i]--; clsHandCardData.nHandCardCount--; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); clsHandCardData.value_aHandCardList[i]++; clsHandCardData.nHandCardCount++; if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) 1) { //尝试打出一对牌,估算剩余手牌价值 clsHandCardData.value_aHandCardList[i] -= 2; clsHandCardData.nHandCardCount -= 2; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); clsHandCardData.value_aHandCardList[i] += 2; clsHandCardData.nHandCardCount += 2; //选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正 if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) 2) { clsHandCardData.value_aHandCardList[i] -= 3; clsHandCardData.nHandCardCount -= 3; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); clsHandCardData.value_aHandCardList[i] += 3; clsHandCardData.nHandCardCount += 3; //选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正 if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7))
至于顺子的算法,和被动出牌的有一点点差别,就是因为没有了数量限制,所以需要遍历以i牌为起点可以组成的所有顺子。
//出单顺 if (clsHandCardData.value_aHandCardList[i] > 0) { int prov = 0; for (int j = i; j 0) { prov++; } else { break; } if (prov >= 5) { for (int k = i; k 1) { int prov = 0; for (int j = i; j 1) { prov++; } else { break; } if (prov >= 3) { for (int k = i; k 2) { int prov = 0; for (int j = i; j 2) { prov++; } else { break; } if (prov >= 2) { for (int k = i; k
因为本策略是必须解决掉至少一个i牌的,所以出牌操作放在循环内进行,也就是说,只要你不是炸3,若你手牌有3,在处理3时一定会return 就绝对不会再走到4。
if (BestCardGroup.cgType == cgERROR) { } else if (BestCardGroup.cgType == cgSINGLE) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgDOUBLE) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgTHREE) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgSINGLE_LINE) { for (int j = BestCardGroup.nMaxCard- BestCardGroup.nCount+1; j
至此,主动出牌的所有逻辑均已实现,同时整个斗地主算法也基本完成了。接下来我们便可写一些测试模块来进行整合联调。
敬请关注下一章:斗地主AI算法——第十五章の测试模块
来自 “ ITPUB博客 ” ,链接:https://blog.itpub.net/1976/viewspace-2804688/ ,如需转载,请注明出处,否则将追究法律责任。