我已经开发了一个具有极小极大和阿尔法-贝塔的有效国际象棋引擎,但是我想通过与计算机对战来测试我的算法。我已经尝试了一切都无济于事。只是想知道我会如何解决这个问题?
public class Main {
static JTextArea textField;
public static void main(String[] args) {
while ( 'K' != ABChess.board[ABChess.kingLocationUU/8][ABChess.kingLocationUU%8]) {ABChess.kingLocationUU++;}
while ( 'k' != ABChess.board[ABChess.kingLocationLL/8][ABChess.kingLocationLL%8]) {ABChess.kingLocationLL++;}
Asset.init("/images/ChessPiecess.png");
ABChess.updateKingLocations();
//print();
JPanel depthPanel = depthPanel();
JPanel optionPanel = optionPanel();
JPanel logPanel = logPanel();
JPanel menuPanel = new JPanel();
menuPanel.setPreferredSize(new Dimension(140, 100));
menuPanel.setLayout(new BoxLayout(menuPanel, BoxLayout.Y_AXIS));
menuPanel.add(depthPanel);
menuPanel.add(optionPanel);
menuPanel.add(logPanel);
GUInterface gui = new GUInterface();
JPanel panel = new JPanel(new BorderLayout());
panel.add(gui);
panel.add(menuPanel, BorderLayout.EAST);
JFrame frame = new JFrame(ABChess.title);
frame.setSize(ABChess.width, ABChess.height);
frame.add(panel);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(true);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
System.out.println(ABChess.possibleMoves());
ABChess.playerChoice = JOptionPane.showOptionDialog(null, "Who wants to make the first move?", "Who moves first?", JOptionPane.YES_NO_OPTION, JOptionPane.QUESTION_MESSAGE, null, ABChess.options, ABChess.options[0]);
if (ABChess.playerChoice == 0){
ABChess.flipBoard();
long startTime=System.currentTimeMillis();
Move autoMove = AlphaBeta.alphaBeta(ABChess.gameDepth, 1000000, -1000000, new Move(), 0);
long endTime=System.currentTimeMillis();
ABChess.makeMove(autoMove);
ABChess.flipBoard();
System.out.println("COMPUTER'S MOVE TOOK "+((endTime-startTime)/1000.0)+" SECONDS");
ABChess.printBoard();
frame.repaint();
displayMessage("Took "+((endTime-startTime)/1000.0)+" seconds");
}
}
这是运行文件时对算法的初始调用。
public void mousePressed(MouseEvent event) {
if ( event.getX() < 8*sizeOfSquare && event.getY() < 8*sizeOfSquare) {
mouseX = event.getX();
mouseY = event.getY();
repaint();
}
}
public void mouseReleased(MouseEvent event) {
if (event.getX() < 8*sizeOfSquare && event.getY() < 8*sizeOfSquare) {
newMouseX = event.getX();
newMouseY = event.getY();
if (event.getButton() == MouseEvent.BUTTON1) {
// Regular move
Move legalMovesMove = new Move(mouseY/sizeOfSquare, mouseX/sizeOfSquare, newMouseY/sizeOfSquare, newMouseX/sizeOfSquare, Test6.board[newMouseY/sizeOfSquare][newMouseX/sizeOfSquare]);
java.util.List<Move> legalMoves = ABChess.possibleMoves();
for(Move m : legalMoves) {
if (m.equals(legalMovesMove)) {
ABChess.makeMove(legalMovesMove);
ABChess.flipBoard();
long startTime=System.currentTimeMillis();
Move autoMove = AlphaBeta.alphaBeta(ABChess.gameDepth, 1000000, -1000000, new Move(), 0);
long endTime=System.currentTimeMillis();
ABChess.makeMove(autoMove);
ABChess.flipBoard();
System.out.println("COMPUTER'S MOVE TOOK "+((endTime-startTime)/1000.0)+" SECONDS");
ABChess.printBoard();
repaint();
}
}
checkMate = ABChess.kingSafe();
if(checkMate == false){
int yes = JOptionPane.showOptionDialog(null, "Do you want to make the first move?", "Who moves first?", JOptionPane.YES_NO_OPTION, JOptionPane.QUESTION_MESSAGE, null, null, JOptionPane.YES_OPTION);
if (yes == JOptionPane.YES_OPTION){
ABChess.resetGame();
repaint();
} else if (yes == JOptionPane.NO_OPTION){
System.exit(0);
}
}
legalMoves = ABChess.possibleMoves();
if (legalMoves.size() == 0) {
ABChess.playAgain = JOptionPane.showOptionDialog(null, "Stalemate! Wanna play again?", "Draw!", JOptionPane.YES_NO_OPTION,
JOptionPane.QUESTION_MESSAGE, null, ABChess.choice, ABChess.choice[1]);
if (ABChess.playAgain == 0) {
System.out.println("Yes I will");
ABChess.resetGame();
repaint();
} else {
System.exit(0);
}
}
}
}
}
这是每次释放鼠标时调用算法的地方。不知道如何编码到它在哪里而不是我用白色棋子发挥作用。
最佳答案
我通常会将玩家与游戏分开,游戏将请求玩家对象的交互。 Player 对象可以是人类(因此所需的输入被委托(delegate)给某个 UI),也可以是 AI,因此它将被委托(delegate)给某个实现来决定哪个 Action 最好。
我建议在 ABChess 游戏中使用对象而不是静态方法。
因此,通过一些重构并将 UI 与逻辑分离,它可能如下所示:
interface Player {
Move decide(List<Move> legalMoves);
}
class ChessGame {
ABChess game;
Player player1;
Player player2;
UIInterface ui;
ChessGame(Player player1, Player player2, UIInterface ui) {
this.player1 = player1;
this.player2 = player2;
this.ui = ui;
game = ...
}
public void simulate() {
// ... initial ui ...
boolean player1Turn = true;
do {
Move move = null;
if (player1Turn) {
move = player1.decide(game.possibleMoves());
} else {
move = player2.decide(game.possibleMoves());
}
game.makeMove(move);
// ... update ui ...
player1Turn = !player1Turn;
// check if somebody has won ...
} while (game.isRunning());
// ... update ui with the game result ...
}
}
一旦完成,模拟游戏就变得很容易。您只需使用适当的玩家启动 ChessGame
并调用模拟方法即可。此时,您还可以决定完全跳过 UI 演示(因此学习速度会快得多)。
关于java - 如何让Minimax Alpha Beta算法发挥自己的作用?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/57559453/