首页 > IT职业 > IT职场 > 斗地主AI算法——第十三章の主动出牌(2)
上一章我们已经搭好了出牌算法的基本框架,本章主要实现优先处理的三带、飞机等牌型。
首先定义一些基本变量:
//暂存最佳的价值 HandCardValue BestHandCardValue; BestHandCardValue.NeedRound = 20; BestHandCardValue.SumValue = MinCardsValue; //我们认为不出牌的话会让对手一个轮次,即加一轮(权值减少7)便于后续的对比参考。 BestHandCardValue.NeedRound += 1; //暂存最佳的组合 CardGroupData BestCardGroup; //带出去的牌 int tmp_1 = 0; int tmp_2 = 0; int tmp_3 = 0; int tmp_4 = 0;
因为枚举了牌型,所以实际和被动出牌逻辑都差不多,且没有nMaxCard的限制,所以我们要从3开始遍历。且上一章我们提到,不考虑炸弹拆分的情况。故value_aHandCardList[i]不能等于4。
for (int i = 3; i 2) { clsHandCardData.value_aHandCardList[i] -= 3; for (int j = 3; j 0 ) { clsHandCardData.value_aHandCardList[j] -= 1; clsHandCardData.nHandCardCount -= 4; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); clsHandCardData.value_aHandCardList[j] += 1; clsHandCardData.nHandCardCount += 4; //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) { for (int j = 3; j 1) { clsHandCardData.value_aHandCardList[j] -= 2; clsHandCardData.nHandCardCount -= 5; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); clsHandCardData.value_aHandCardList[j] += 2; clsHandCardData.nHandCardCount += 5; //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)) 3) { //2.0版本策略主动出牌不拆分炸弹,朕自己从来就不打四带二,因为浪 } //出四带二对 if (clsHandCardData.value_aHandCardList[i] > 3) { //2.0版本策略主动出牌不拆分炸弹,朕自己从来就不打四带二,因为浪 } //出三带一单连 if (clsHandCardData.value_aHandCardList[i] > 2) { int prov = 0; for (int j = i; j 2) { prov++; } else { break; } /*本来想做全排列选取带出的牌然后枚举出最高价值的,但考虑到当飞机长度也就是在2-4之间 所以干脆做三个分支处理算了*/ //为两连飞机 if (prov == 2) { for (int k = i; k 0 ) { clsHandCardData.value_aHandCardList[tmp1] -= 1; for (int tmp2 = tmp1; tmp2 0 ) { clsHandCardData.value_aHandCardList[tmp2] -= 1; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) 0 ) { clsHandCardData.value_aHandCardList[tmp1] -= 1; for (int tmp2 = tmp1; tmp2 0 ) { clsHandCardData.value_aHandCardList[tmp2] -= 1; for (int tmp3 = tmp2; tmp3 0 ) { clsHandCardData.value_aHandCardList[tmp3] -= 1; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) 0 ) { clsHandCardData.value_aHandCardList[tmp1] -= 1; for (int tmp2 = tmp1; tmp2 0 ) { clsHandCardData.value_aHandCardList[tmp2] -= 1; for (int tmp3 = tmp2; tmp3 0 ) { clsHandCardData.value_aHandCardList[tmp3] -= 1; for (int tmp4 = tmp3; tmp4 0 ) { clsHandCardData.value_aHandCardList[tmp4] -= 1; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) 2) { int prov = 0; for (int j = i; j 2 ) { prov++; } else { break; } /*本来想做全排列选取带出的牌然后枚举出最高价值的,但考虑到当飞机长度也就是在2-4之间 所以干脆做三个分支处理算了*/ //为两连飞机 if (prov == 2) { for (int k = i; k 1 ) { clsHandCardData.value_aHandCardList[tmp1] -= 2; for (int tmp2 = tmp1; tmp2 1 ) { clsHandCardData.value_aHandCardList[tmp2] -= 2; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) 1 ) { clsHandCardData.value_aHandCardList[tmp1] -= 2; for (int tmp2 = tmp1; tmp2 1 ) { clsHandCardData.value_aHandCardList[tmp2] -= 2; for (int tmp3 = tmp2; tmp3 1 ) { clsHandCardData.value_aHandCardList[tmp3] -= 2; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7))
这个循环结束后,若有好的选择,则BestCardGroup会保留出牌的类型,在循环外进行出牌处理。
if (BestCardGroup.cgType == cgTHREE_TAKE_ONE) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.uctPutCardType = BestCardGroup; return; } else if (BestCardGroup.cgType == cgTHREE_TAKE_TWO) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.uctPutCardType = BestCardGroup; return; } else if (BestCardGroup.cgType == cgTHREE_TAKE_ONE_LINE) { for (int j = BestCardGroup.nMaxCard - (BestCardGroup.nCount / 4) + 1; j
因为回溯遍历部分与被动出牌完全一样,这里就不再赘述。飞机在出牌阶段的处理比较麻烦,要根据牌数进行判断是几连飞机。
下一章,我们将实现打出当前最小值牌部分。
敬请关注下一章:斗地主AI算法——第十四章の主动出牌(3)
来自 “ ITPUB博客 ” ,链接:https://blog.itpub.net/4295/viewspace-2804689/ ,如需转载,请注明出处,否则将追究法律责任。