斗地主AI算法——第九章の被动出牌(3)
上一章已经说明了被动出牌算法基本的出牌思路,且以单牌为例给出了具体的代码。
对牌、三不带牌型实现方法与单牌基本类似。改动的地方主要是枚举牌类型,出牌时value_nPutCardList的处理,回溯时value_aHandCardList和nHandCardCount的变化等几个方面。下面给出完整代码:
- /对牌类型
- else if (clsGameSituation.uctNowCardGroup.cgType == cgDOUBLE)
- {
- //剪枝:如果能出去最后一手牌直接出
- CardGroupData SurCardGroupData = ins_SurCardsType(clsHandCardData.value_aHandCardList);
- if (SurCardGroupData.cgType != cgERROR)
- {
- if (SurCardGroupData.cgType == cgDOUBLE&&SurCardGroupData.nMaxCard>clsGameSituation.uctNowCardGroup.nMaxCard)
- {
- Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
- return;
- }
- else if (SurCardGroupData.cgType == cgBOMB_CARD || SurCardGroupData.cgType == cgKING_CARD)
- {
- Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
- return;
- }
- }
- //-------------------------------------------对牌-------------------------------------------
- //暂存最佳的价值
- HandCardValue BestHandCardValue = get_HandCardValue(clsHandCardData);
- //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;
- //暂存最佳的牌号
- int BestMaxCard = 0;
- //是否出牌的标志
- bool PutCards = false;
- for (int i = clsGameSituation.uctNowCardGroup.nMaxCard + 1; i < 18; i++)
- {
- if (clsHandCardData.value_aHandCardList[i] > 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)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
- {
- BestHandCardValue = tmpHandCardValue;
- BestMaxCard = i;
- PutCards = true;
- }
- }
- }
- if (PutCards)
- {
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgDOUBLE, BestMaxCard, 2);
- return;
- }
- //-------------------------------------------炸弹-------------------------------------------
- for (int i = 3; i < 16; i++)
- {
- if (clsHandCardData.value_aHandCardList[i] ==4)
- {
- //尝试打出炸弹,估算剩余手牌价值,因为炸弹可以参与顺子,不能因为影响顺子而任意出炸
- clsHandCardData.value_aHandCardList[i] -= 4;
- clsHandCardData.nHandCardCount -= 4;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- clsHandCardData.value_aHandCardList[i] += 4;
- 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)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))
- //如果剩余手牌价值为正,证明出去的几率很大, 那么可以用炸获得先手
- || tmpHandCardValue.SumValue > 0)
- {
- BestHandCardValue = tmpHandCardValue;
- BestMaxCard = i;
- PutCards = true;
- }
- }
- }
- if (PutCards)
- {
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgBOMB_CARD, BestMaxCard, 4);
- return;
- }
- //王炸
- if (clsHandCardData.value_aHandCardList[17] > 0 && clsHandCardData.value_aHandCardList[16] > 0)
- {
- //如果剩余手牌价值为正,证明出去的几率很大,那么可以用炸获得先手,王炸20分
- if (BestHandCardValue.SumValue > 20)
- {
- clsHandCardData.value_nPutCardList.push_back(17);
- clsHandCardData.value_nPutCardList.push_back(16);
- clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgKING_CARD, 17, 2);
- return;
- }
- }
- //管不上
- clsHandCardData.uctPutCardType = get_GroupData(cgZERO, 0, 0);
- return;
- }
- //三牌类型
- else if (clsGameSituation.uctNowCardGroup.cgType == cgTHREE)
- {
- //剪枝:如果能出去最后一手牌直接出
- CardGroupData SurCardGroupData = ins_SurCardsType(clsHandCardData.value_aHandCardList);
- if (SurCardGroupData.cgType != cgERROR)
- {
- if (SurCardGroupData.cgType == cgTHREE&&SurCardGroupData.nMaxCard>clsGameSituation.uctNowCardGroup.nMaxCard)
- {
- Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
- return;
- }
- else if (SurCardGroupData.cgType == cgBOMB_CARD || SurCardGroupData.cgType == cgKING_CARD)
- {
- Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
- return;
- }
- }
- //-------------------------------------------三牌-------------------------------------------
- //暂存最佳的价值
- HandCardValue BestHandCardValue = get_HandCardValue(clsHandCardData);
- //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;
- //暂存最佳的牌号
- int BestMaxCard = 0;
- //是否出牌的标志
- bool PutCards = false;
- for (int i = clsGameSituation.uctNowCardGroup.nMaxCard + 1; i < 18; i++)
- {
- if (clsHandCardData.value_aHandCardList[i] > 2)
- {
- //尝试打出一对牌,估算剩余手牌价值
- 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)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
- {
- BestHandCardValue = tmpHandCardValue;
- BestMaxCard = i;
- PutCards = true;
- }
- }
- }
- if (PutCards)
- {
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgTHREE, BestMaxCard, 3);
- return;
- }
- //-------------------------------------------炸弹-------------------------------------------
- for (int i = 3; i < 16; i++)
- {
- if (clsHandCardData.value_aHandCardList[i] == 4)
- {
- //尝试打出炸弹,估算剩余手牌价值,因为炸弹可以参与顺子,不能因为影响顺子而任意出炸
- clsHandCardData.value_aHandCardList[i] -= 4;
- clsHandCardData.nHandCardCount -= 4;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- clsHandCardData.value_aHandCardList[i] += 4;
- 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)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))
- //如果剩余手牌价值为正,证明出去的几率很大, 那么可以用炸获得先手
- || tmpHandCardValue.SumValue > 0)
- {
- BestHandCardValue = tmpHandCardValue;
- BestMaxCard = i;
- PutCards = true;
- }
- }
- }
- if (PutCards)
- {
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
- clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgBOMB_CARD, BestMaxCard, 4);
- return;
- }
- //王炸
- if (clsHandCardData.value_aHandCardList[17] > 0 && clsHandCardData.value_aHandCardList[16] > 0)
- {
- //如果剩余手牌价值为正,证明出去的几率很大,那么可以用炸获得先手,王炸20分
- if (BestHandCardValue.SumValue > 20)
- {
- clsHandCardData.value_nPutCardList.push_back(17);
- clsHandCardData.value_nPutCardList.push_back(16);
- clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgKING_CARD, 17, 2);
- return;
- }
- }
- //管不上
- clsHandCardData.uctPutCardType = get_GroupData(cgZERO, 0, 0);
- return;
- }
接下来我们说一下顺子的处理方法。以单顺为例:
首先在第一阶段判断是否同类型牌里要额外增加一个条件,即顺子长度要一致
- if (SurCardGroupData.cgType == cgSINGLE_LINE&&SurCardGroupData.nMaxCard>clsGameSituation.uctNowCardGroup.nMaxCard
- &&SurCardGroupData.nCount== clsGameSituation.uctNowCardGroup.nCount)
- {
- Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
- return;
- }
然后除了设置BestHandCardValue等变量外,我们需要额外设置几个关于顺子的标志
- //验证顺子的标志
- int prov = 0;
- //顺子起点
- int start_i = 0;
- //顺子终点
- int end_i = 0;
- //顺子长度
- int length = clsGameSituation.uctNowCardGroup.nCount;
遍历顺子的方法有点类似于最大子段和问题,大家可以参考下我以前的博客http://blog.csdn.net/sm9sun/article/details/53240992
解决思路就是如果出现某张牌个数为0,那么必然不存在经过他的顺子,此时就把计数器置零,如果计数器长度大于等于length,即可以组成顺子,我们以当前下标i为最高标志构造出(i-length+1)~i的顺子。
举个例子:对方牌型为34567,我从4遍历至8,若满足,此时end_i=8,即45678,继续走到9,若还满足,end_i=9。即56789,若没有10,则prov归零,下一次循环若11存在,则prov=1。
- for (int i = clsGameSituation.uctNowCardGroup.nMaxCard - length + 2; i < 15; i++)
- {
- if (clsHandCardData.value_aHandCardList[i] > 0)
- {
- prov++;
- }
- else
- {
- prov = 0;
- }
- if (prov >= length)
- {
- end_i = i;
- start_i = i - length + 1;
- for (int j = start_i; j <= end_i; j++)
- {
- clsHandCardData.value_aHandCardList[j] --;
- }
- clsHandCardData.nHandCardCount -= clsGameSituation.uctNowCardGroup.nCount;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- for (int j = start_i; j <= end_i; j++)
- {
- clsHandCardData.value_aHandCardList[j] ++;
- }
- clsHandCardData.nHandCardCount += clsGameSituation.uctNowCardGroup.nCount;
- //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)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
- {
- BestHandCardValue = tmpHandCardValue;
- BestMaxCard = end_i;
- PutCards = true;
- }
- }
- }
最后打出顺子的话在start_i和 end_i区间内依次减一即可。
- if (PutCards)
- {
- for (int j = start_i; j <= end_i; j++)
- {
- clsHandCardData.value_nPutCardList.push_back(j);
- }
- clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgSINGLE_LINE, BestMaxCard, clsGameSituation.uctNowCardGroup.nCount);
- return;
- }
以上就是单顺的处理方法,下一章我们继续填充其他牌型的出牌方法。
敬请关注下一章:斗地主AI算法——第十章の被动出牌(4)
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