c++ - C++ 井字游戏的 AI 问题

标签 c++ artificial-intelligence

所以我的井字游戏的 AI 有一些问题。人工智能是纯粹的防御性的,所以它总是会阻止你。它最初通常适用于我的第一个案例,因此例如,如果我先播放左上角然后播放中上部,它将始终位于右上角。其他情况,比如我玩两条对角线,可能会卡住游戏,或者允许我进行第二轮。这些问题是在我实现了错误的智能 AI 之后才出现的。最初,该程序有一个“愚蠢的 AI”,它会选择随机点,您将在代码底部看到。此外,我认为问题在于某些阻塞条件可能会相互冲突并导致问题。我怎样才能解决这个问题?相关代码如下: 坐标基于井字网格,其中左上角为 (0,0),右下角为 (2,2)

void Game::AIGetNextMoveRand()
{
    //top row
    if(GetSquareState(0,0) == O && GetSquareState(1,0) == O)
    {
        do
        {
            AIMoveX = 2;
            AIMoveY = 0; 
        }
            while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);

    }
    else if(GetSquareState(2,0) == O && GetSquareState(1,0) == O)
    {

        do
        {
            AIMoveX = 0;
            AIMoveY = 0;
        }
            while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    //middle row
    else if(GetSquareState(0,1) == O && GetSquareState(1,1) == O)
    {
        do
        {
        AIMoveX = 2;
        AIMoveY = 1;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    else if(GetSquareState(2,1) == O && GetSquareState(1,1) == O)
    {
        do
        {
        AIMoveX = 0;
        AIMoveY = 1;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);    
    }
    // bottom row
    else if(GetSquareState(0,2) == O && GetSquareState(1,2) == O)
    {
        do
        {
            AIMoveX = 2;
            AIMoveY = 2;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    else if(GetSquareState(2,2) == O && GetSquareState(1,2) == O)
    {
        do
        {
        AIMoveX = 0;
        AIMoveY = 2;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    // vert 0
    else if(GetSquareState(0,0) == O && GetSquareState(0,1) == O)
    {
        do
        {
        AIMoveX = 0;
        AIMoveY = 2;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    else if(GetSquareState(0,2) == O && GetSquareState(0,1) == O)
    {
        do
        {
            AIMoveX = 0;
            AIMoveY = 0;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    // vert 1
    else if(GetSquareState(1,0) == O && GetSquareState(1,1) == O)
    {

        do
        {
            AIMoveX = 1;
            AIMoveY = 2;
        }
            while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    else if(GetSquareState(1,2) == O && GetSquareState(1,1) == O)
    {
        do
        {
            AIMoveX = 1;
            AIMoveY = 0;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    //vert 2
    else if(GetSquareState(2,2) == O && GetSquareState(2,1) == O)
    {
        do
        {
            AIMoveX  = 2;
            AIMoveY = 0;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    else if(GetSquareState(2,0) == O && GetSquareState(2,1) == O)
    {
        do
        {
            AIMoveX = 2;
            AIMoveY = 2;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    // diagonal 1
    else if(GetSquareState(0,0) == O && GetSquareState(1,1) == O)
    {

        do
        {
            AIMoveX = 2;
            AIMoveY = 2;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    else if(GetSquareState(2,2) == O && GetSquareState(1,1) == O)
    {

        do
        {
            AIMoveX = 0;
            AIMoveY = 0;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    //diagonal 2
    else if(GetSquareState(0,2) == O && GetSquareState(1,1) == O)
    {
        do
        {
            AIMoveX = 0;
            AIMoveY = 2;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    else if(GetSquareState(0,2) == O && GetSquareState(1,1) == O)
    {
        do
        {
            AIMoveX = 2;
            AIMoveY = 0;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    // mid 0
    else if(GetSquareState(0,0) == O && GetSquareState(2,0) == O)
    {

        do
        {
            AIMoveX = 1;
            AIMoveY = 0;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    //mid 1
    else if(GetSquareState(1,0) == O && GetSquareState(2,1) == O)
    {
        do
        {
            AIMoveX = 1;
            AIMoveY = 1;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    // mid 2
    else if(GetSquareState(0,2) == O && GetSquareState(2,2) == O)
    {
        do
        {
            AIMoveX = 1;
            AIMoveY = 2;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    //diag 1
    else if(GetSquareState(0,0) == O && GetSquareState(2,2) == O)
    {
        do
        {
            AIMoveX = 1;
            AIMoveY = 1;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }
    //diag 2
    else if(GetSquareState(2,0) == O && GetSquareState(0,2) == O)
    {

        do 
        {
            AIMoveX = 1;
            AIMoveY = 1;
        }
        while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
    }

    else 
    {
    do 
    {
        AIMoveX = rand() % 3;
        AIMoveY = rand() % 3;
    }while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);

    }
    }

void Game::DoAITurnRand()
{
    AIGetNextMoveRand();
    SetSquareState(AIMoveX,AIMoveY,activePlayer);
    EndTurn();
}

最佳答案

do while 循环是垃圾。想一想,如果您的规则做出了错误的选择(即尝试在填充的方 block 上进行游戏),那么再次做出相同的错误选择将无济于事。事实上,这就是你得到“卡住”的原因。您需要重新组织代码的逻辑。我建议,如果您的 AI 选择了一个非法方 block ,那么您应该回退到您的随机选择代码,那么至少您会得到一个合法的移动。

像这样

// no move selected yet
AIMoveX = -1;
AIMoveY = -1;

// AI rules
if(GetSquareState(0,0) == O && GetSquareState(1,0) == O)
{
    AIMoveX = 2;
    AIMoveY = 0; 
}
else if(GetSquareState(2,0) == O && GetSquareState(1,0) == O)
{
    AIMoveX = 0;
    AIMoveY = 0;
}
// lots more rules
...

// check for fallback to random move
if ((AIMoveX == -1 && AIMoveY == -1)             // if no rules applied
    || GetSquareState(AIMoveX,AIMoveY) != EMPTY) // or if the square is not empty
{
    // pick a random square
    do 
    {
        AIMoveX = rand() % 3;
        AIMoveY = rand() % 3;
    }
    while(GetSquareState(AIMoveX,AIMoveY) != EMPTY);
}

我最初将 AIMoveX 和 AIMoveY 设置为 -1 以指示尚未选择任何规则。如果在完成所有规则后它们仍然是 -1,那么我知道没有选择任何规则,我必须随机选择。如果确实选择了一条规则,但它选择了一个非空方 block ,那么我也会随机选择。我在代码末尾测试了这两种情况。

您必须仔细考虑您编写的代码到底做了什么。只在一个地方放一个 do while 循环是不对的,因为它在另一个地方有效。

关于c++ - C++ 井字游戏的 AI 问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15858844/

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