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📄 historyheuristic.cpp

📁 PC编程(人机博弈)-的五子棋代码
💻 CPP
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//*******************************************************************************
// COPYRIGHT NOTES
// ---------------
// This source code is a part of Renju which is an example of <Game Programing guide>.
// You may use, compile or redistribute it as part of your application 
// for free. 
// You cannot redistribute sources without the official agreement of the author. 
// If distribution of you application which contents code below was occured, place 
// e-mail <hidebug@hotmail.com> on it is to be appreciated.
// This code can be used WITHOUT ANY WARRANTIES on your own risk.
// 
// Spring Wang <hidebug@hotmail.com>

// ---------------
// 版权声明
// ---------------
// 本文件所含之代码是《人机博弈程序设计指南》的范例程序五子棋的一部分
// 您可以免费的使用, 编译 或者作为您应用程序的一部分。 
// 但,您不能在未经作者书面许可的情况下分发此源代码。 
// 如果您的应用程序使用了这些代码,在您的应用程序界面上 
// 放入 e-mail <hidebug@hotmail.com> 是令人欣赏的做法。
// 此代码并不含有任何保证,使用者当自承风险。
// 
// 王小春 <hidebug@hotmail.com>
//*******************************************************************************
// HistoryHeuristic.cpp: implementation of the CHistoryHeuristic class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "renju.h"
#include "HistoryHeuristic.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

STONEMOVE CHistoryHeuristic::m_TargetBuff[GRID_COUNT]; 
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CHistoryHeuristic::CHistoryHeuristic()
{
}

CHistoryHeuristic::~CHistoryHeuristic()
{
}

void CHistoryHeuristic::ResetHistoryTable()
{
	memset(m_HistoryTable, 10, GRID_COUNT*sizeof(int));
}

int CHistoryHeuristic::GetHistoryScore(STONEMOVE *move)
{
	return m_HistoryTable[move->StonePos.x][move->StonePos.y];
}

void CHistoryHeuristic::EnterHistoryScore(STONEMOVE *move,int depth)
{
	m_HistoryTable[move->StonePos.x][move->StonePos.y] += 2<<depth;
}


void CHistoryHeuristic::Merge(STONEMOVE *source, STONEMOVE *target, int l,int m, int r)
{//从小到大排序
		int i = l;
		int j = m + 1;
		int k = l;
		
		while((i <= m) && (j <= r))
			if (source[i].Score <= source[j].Score)
				target[k++] = source[i++];
			else
				target[k++] = source[j++];
			
			if(i > m)
				for (int q = j; q <= r; q++)
					target[k++] = source[q];
				else
					for(int q = i; q <= m; q++)
						target[k++] = source[q];
}

void CHistoryHeuristic::Merge_A(STONEMOVE *source, STONEMOVE *target, int l,int m, int r)
	{//从大到小排序
		int i = l;
		int j = m + 1;
		int k = l;
		
		while((i <= m) && (j <= r))
			if (source[i].Score >= source[j].Score)
				target[k++] = source[i++];
			else
				target[k++] = source[j++];
			
		if(i > m)
			for (int q = j; q <= r; q++)
				target[k++] = source[q];
		else
			for(int q = i; q <= m; q++)
				target[k++] = source[q];
	}
	
	
void CHistoryHeuristic::MergePass(STONEMOVE *source, STONEMOVE *target, const  int s, const  int n, const BOOL direction)
	{
		int i = 0;
		
		while(i <= n - 2 * s)
		{
			//合并大小为s的相邻二段子数组
			if (direction)
				Merge(source, target, i, i + s - 1, i + 2 * s - 1);
			else
				Merge_A(source, target, i, i + s - 1, i + 2 * s - 1);
			i=i+2*s;
		}
		
		if (i + s < n) //剩余的元素个数小於2s
		{
			if (direction)
				Merge(source, target, i, i + s - 1, n - 1);
			else
				Merge_A(source, target, i, i + s - 1, n - 1);
		}
		else
			for (int j = i; j <= n - 1; j++)
				target[j] = source[j];
	}


void CHistoryHeuristic::MergeSort(STONEMOVE *source, int n, BOOL direction)
{
	int s = 1;
	while(s < n)
	{
		MergePass(source, m_TargetBuff, s, n, direction);
		s += s;
		MergePass(m_TargetBuff, source, s, n, direction);
		s += s;
	}
}

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