📄 falphabetaengine.cpp
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// FAlphaBetaEngine.cpp: implementation of the CFAlphaBetaEngine class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "chess.h"
#include "FAlphaBetaEngine.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CFAlphaBetaEngine::CFAlphaBetaEngine()
{
}
CFAlphaBetaEngine::~CFAlphaBetaEngine()
{
}
CFAlphaBetaEngine::SearchAGoodMove(BYTE position[][9])
{
memcpy(CurPosition,position,90); //复制传入的棋盘
m_nMaxDepth=m_nSearchDepth; //设定搜索深度
FAlphaBeta(m_nMaxDepth,-20000,20000);//调用fail-softalpha-beta
m_umUndoMove.cmChessMove=m_cmBestMove;
m_umUndoMove.nChessID=MakeMove(&m_cmBestMove);
memcpy(position,CurPosition,90); //将走过的棋盘传出
}
int CFAlphaBetaEngine::FAlphaBeta(int nDepth,int alpha,int beta)
{
int current=-20000;//current初始为极小值
int score;
int Count,i;
BYTE type;
i=IsGameOver(CurPosition,nDepth);//检查此节点游戏是否结束
if(i!=0)
return i;//此节点游戏结束,返回极大/极小值
//如果是叶子节点取估值
if(nDepth<=0)
return m_pEval->Eveluate(CurPosition,(m_nMaxDepth-nDepth)%2,m_nUserChessColor);
Count=m_pMG->CreatePossibleMove(CurPosition,nDepth,(m_nMaxDepth-nDepth)%2,m_nUserChessColor);
if(nDepth==m_nMaxDepth)
{
//在根节点设定进度条
m_pThinkProgress->SetRange(0,Count);
m_pThinkProgress->SetStep(1);
}
for(i=0;i<Count;i++)
{
if(nDepth==m_nMaxDepth)
m_pThinkProgress->StepIt();//走进度条
type=MakeMove(&m_pMG->m_MoveList[nDepth][i]);
score=-FAlphaBeta(nDepth-1,-beta,-alpha);
UnMakeMove(&m_pMG->m_MoveList[nDepth][i],type);
if(score>current)
{
current=score;//保留最大值
//当靠近根节点时记录最佳走法
if(nDepth==m_nMaxDepth)
m_cmBestMove=m_pMG->m_MoveList[nDepth][i];
if(score>=alpha)
alpha=score;//修改alpha边界
if(score>=beta)
break;//beta剪枝
}
}
return current;//返回极大值或边界值
}
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