evaluation.cpp
来自「用c++ 开发的中国象棋」· C++ 代码 · 共 958 行 · 第 1/2 页
CPP
958 行
// Evaluation.cpp: implementation of the CEvaluation class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "ChineseChess.h"
#include "Evaluation.h"
#include "define.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
//以下定义基本价值
#define BV_Soldier 100
#define BV_Assist 250
#define BV_Bishop 250
#define BV_House 700
#define BV_Gunner 700
#define BV_Rook 1500
#define BV_King 10000
//定义棋子灵活性,也就是每多一个可走位置应加的分值
//兵15,士1,象1,车6,马12,炮6,将0
#define F_Soldier 15
#define F_Assist 1
#define F_Bishop 1
#define F_Rook 6
#define F_House 12
#define F_Gunner 6
#define F_King 0
//定义最大值
#define MAX_NUMBER 20000
#define NEG_MAX_NUMBER -20000
CEvaluation::~CEvaluation()
{
}
//红兵的附加值矩阵
const int RedSoldier_AddValue[10][9]=
{
{0,0,0,0,0,0,0,0,0},
{120,120,140,150,150,150,140,120,120},
{120,120,140,150,150,150,140,120,120},
{100,120,140,140,140,140,140,120,100},
{100,100,100,100,100,100,100,100,100},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
};
//黑卒的附加值矩阵
const int BlackSoldier_AddValue[10][9]=
{
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{100,100,100,100,100,100,100,100,100},
{100,120,140,140,140,140,140,120,100},
{120,120,140,150,150,150,140,120,120},
{120,120,140,150,150,150,140,120,120},
{0,0,0,0,0,0,0,0,0},
};
CEvaluation::CEvaluation()
{
//初始化每种棋子的基本价值数组
m_BaseValue[BlackKing]=BV_King;
m_BaseValue[BlackRook]=BV_Rook;
m_BaseValue[BlackHouse]=BV_House;
m_BaseValue[BlackAssist]=BV_Assist;
m_BaseValue[BlackBishop]=BV_Bishop;
m_BaseValue[BlackGunner]=BV_Gunner;
m_BaseValue[BlackSoldier]=BV_Soldier;
m_BaseValue[RedKing]=BV_King;
m_BaseValue[RedRook]=BV_Rook;
m_BaseValue[RedHouse]=BV_House;
m_BaseValue[RedAssist]=BV_Assist;
m_BaseValue[RedBishop]=BV_Bishop;
m_BaseValue[RedGunner]=BV_Gunner;
m_BaseValue[RedSoldier]=BV_Soldier;
//初始化灵活性分值数组
m_FlexValue[BlackKing]=F_King;
m_FlexValue[BlackRook]=F_Rook;
m_FlexValue[BlackHouse]=F_House;
m_FlexValue[BlackAssist]=F_Assist;
m_FlexValue[BlackBishop]=F_Bishop;
m_FlexValue[BlackGunner]=F_Gunner;
m_FlexValue[BlackSoldier]=F_Soldier;
m_FlexValue[RedKing]=F_King;
m_FlexValue[RedRook]=F_Rook;
m_FlexValue[RedHouse]=F_House;
m_FlexValue[RedAssist]=F_Assist;
m_FlexValue[RedBishop]=F_Bishop;
m_FlexValue[RedGunner]=F_Gunner;
m_FlexValue[RedSoldier]=F_Soldier;
m_nAccessCount=0;
}
int CEvaluation::Eveluate(BYTE position[][9], BOOL bIsRedTurn,int nUserChessColor)
{
int i,j,k;
int nChessType,nTargetType;
m_nAccessCount++;//每调用一次就增加一次
//初始化
memset(m_chessValue,0,360);
memset(m_AttackPos,0,180);
memset(m_GuardPos,0,90);
memset(m_FlexibilityPos,0,90);
//扫描棋盘,找出每一个棋子,及其威胁/保护的棋子,还有其灵活性
for(i=0;i<10;i++)
for(j=0;j<9;j++)
{
if(position[i][j]!=NoChessMan)
{
nChessType=position[i][j]; //取棋子类型
GetRelatePiece(position,j,i);//找出该棋子所有相关位置
for(k=0;k<nPosCount;k++) //对每一目标位置
{
nTargetType=position[RelatePos[k].y][RelatePos[k].x];//取目标棋子类型
if(nTargetType==NoChessMan)//如果是空白,灵活性增加
m_FlexibilityPos[i][j]++;
else//有棋子
{
if(IsSameSide(nChessType,nTargetType))
{
//己方棋子,目标受保护
m_GuardPos[RelatePos[k].y][RelatePos[k].x]++;
}
else
{
//敌方棋子,目标受威胁
m_AttackPos[RelatePos[k].y][RelatePos[k].x]++;
m_FlexibilityPos[i][j]++;//灵活性增加
switch(nTargetType)
{
case RedKing://红帅
if(!bIsRedTurn)//轮到黑棋走
return MAX_NUMBER;//返回失败极值
break;
case BlackKing://黑将
if(bIsRedTurn)//轮到红棋走
return MAX_NUMBER;//返回失败极值
break;
default:
//根据威胁的棋子加上威胁分值
m_AttackPos[RelatePos[k].y][RelatePos[k].x]+=
(30 +(m_BaseValue[nTargetType]- m_BaseValue[nChessType])/10)/10;
break;
}
}
}
}
}
}
//下面的循环统计扫描到的数据
for(i=0;i<10;i++)
for(j=0;j<9;j++)
{
if(position[i][j]!=NoChessMan)
{
nChessType=position[i][j];
m_chessValue[i][j]++;
//如果棋子存在其价值不为0,把每一棋子的灵活性价值加进棋子价值
m_chessValue[i][j]+=m_FlexValue[nChessType]*m_FlexibilityPos[i][j];
//加上兵的附加值
m_chessValue[i][j]+=GetSoldierValue(j,i,position);
}
}
//下面的循环继续统计扫描到的数据
int nHalfvalue;
for(i=0;i<10;i++)
for(j=0;j<9;j++)
{
if(position[i][j]!=NoChessMan)
{
nChessType=position[i][j];
//棋子基本价值的1/16作为威胁/保护增量
nHalfvalue=m_BaseValue[nChessType]/16;
//每个棋子的基本价值加入其总价值
m_chessValue[i][j]+=m_BaseValue[nChessType];
if(IsRed(nChessType))//红棋
{
if(m_AttackPos[i][j])//当前红棋如果被威胁
{
if(bIsRedTurn)//轮到红棋走
{
if(nChessType==RedKing)//如果是红将
m_chessValue[i][j]-=20;//价值降低20
else
{
//价值减去2倍nHalfvalue
m_chessValue[i][j]-=nHalfvalue*2;
if(m_GuardPos[i][j])//是否被己方棋子保护
m_chessValue[i][j]+=nHalfvalue;//被保护再加上nHalfvalue
}
}
else//当前红棋被威胁,轮到黑棋走
{
if(nChessType==RedKing)//是否是红帅
return MAX_NUMBER;//返回失败极值
m_chessValue[i][j]-=nHalfvalue*10;//减去10倍的nHalfvalue,表示威胁程度高
if(m_GuardPos[i][j])//如果被保护
m_chessValue[i][j]+=nHalfvalue*9;//被保护再加上9倍的nHalfvalue
}
//被威胁的棋子加上威胁差,防止一个兵威胁
//一个被保护的车,而估值函数没有反映此类问题
m_chessValue[i][j]-=m_AttackPos[i][j];
}
else
{
//没受威胁
if(m_GuardPos[i][j])
m_chessValue[i][j]+=5;//受保护,加一点分
}
}
else
{
//如果是黑棋
if(m_AttackPos[i][j])
{
//受威胁
if(!bIsRedTurn)
{
//轮到黑棋走
if(nChessType==BlackKing)//如果是黑将
m_chessValue[i][j]-=20;//棋子价值降低20
else
{
//棋子价值降低2倍nHalfvalue
m_chessValue[i][j]-=nHalfvalue*2;
if(m_GuardPos[i][j])//如果受保护
m_chessValue[i][j] +=nHalfvalue;//棋子价值增加nHalfvalue
}
}
else
{
//轮到红棋走
if(nChessType==BlackKing)//是黑将
return 18888;//返回失败极值
m_chessValue[i][j]-=nHalfvalue*10;//棋子价值减少10倍nHalfvalue
if(m_GuardPos[i][j])//受保护
m_chessValue[i][j]+=nHalfvalue*9;//被保护再加上9倍nHalfvalue
}
//被威胁的棋子再加上威胁差
//防止一个兵威胁一个被保护的车,而估值函数没有反映此类的问题
m_chessValue[i][j]-=m_AttackPos[i][j];
}
else
{
//不受威胁
if(m_GuardPos[i][j])
m_chessValue[i][j]+=5;//受保护,加一点分
}
}
}
}
//以上统计了每个棋子的总价值
//下面统计红黑两方总分
int nRedValue=0;int nBlackValue=0;
for(i=0;i<10;i++)
for(j=0;j<9;j++)
{
nChessType=position[i][j];
if(nChessType!=NoChessMan)
{
if(IsRed(nChessType))
nRedValue+=m_chessValue[i][j]; //把红棋的值加总
else
nBlackValue+=m_chessValue[i][j];//把红棋的值加总
}
}
if(nUserChessColor==REDCHESS)
{
if(bIsRedTurn)
return nRedValue-nBlackValue;//如果轮到红棋走返回估值
return nBlackValue-nRedValue;//如果轮到黑棋走返回负估值
}
if(bIsRedTurn)
return nBlackValue-nRedValue;//如果轮到黑棋走返回负估值
return nRedValue-nBlackValue;//如果轮到红棋走返回估值
}
int CEvaluation::GetRelatePiece(BYTE position[][9], int j, int i)
{
nPosCount=0;
BYTE nChessID;
BYTE flag;
int x,y;
nChessID=position[i][j];
switch(nChessID)
{
case RedKing://红帅
case BlackKing://黑将
//循环检查九宫之内哪些位置可到达/保护
//扫描两边就宫包含了照像的情况
for(y=0;y<3;y++)
for(x=3;x<6;x++)
if(CanMoveTo(position,j,i,x,y))//能否到达
AddPoint(x,y);//可达到/保护的位置加入数组
//循环检查九宫之内哪些位置可到达/保护
//扫描两边就宫包含了照像的情况
for(y=7;y<10;y++)
for(x=3;x<6;x++)
if(CanMoveTo(position,j,i,x,y))//能否到达
AddPoint(x,y);//可达到/保护的位置加入数组
break;
case RedAssist://红士
//循环检查九宫之内哪些位置可到达/保护
for(y=7;y<10;y++)
for(x=3;x<6;x++)
if(CanMoveTo(position,j,i,x,y))
AddPoint(x,y);//可达到/保护的位置加入数组
break;
case BlackAssist://黑士
//循环检查九宫之内哪些位置可到达/保护
for(y=0;y<3;y++)
for(x=3;x<6;x++)
if(CanMoveTo(position,j,i,x,y))
AddPoint(x,y);//可达到/保护的位置加入数组
break;
case RedBishop://红相
case BlackBishop://黑象
//右下
x=j+2;
y=i+2;
if(x<9 && y<10 && CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//右上
x=j+2;
y=i-2;
if(x<9 && y>=0 && CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//左下
x=j-2;
y=i+2;
if(x>=0 && y<10 && CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//左上
x=j-2;
y=i-2;
if(x>=0 && y>=0 && CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
break;
case RedHouse://红马
case BlackHouse://黑马
//检查右下方能否到达/保护
x=j+2;
y=i+1;
if((x<9 && y<10)&&CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//检查右上方能否到达/保护
x=j+2;
y=i-1;
if((x<9 && y>=0)&&CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//检查左下方能否到达/保护
x=j-2;
y=i+1;
if((x>=0 && y<10)&&CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//检查左上方能否到达/保护
x=j-2;
y=i-1;
if((x>=0 && y>=0)&&CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//检查右下方能否到达/保护
x=j+1;
y=i+2;
if((x<9 && y<10)&&CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//检查右上方能否到达/保护
x=j+1;
y=i-2;
if((x<9 && y>=0)&&CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//检查左下方能否到达/保护
x=j-1;
y=i+2;
if((x>=0 && y<10)&&CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
//检查左上方能否到达/保护
x=j-1;
y=i-2;
if((x>=0 && y>=0)&&CanMoveTo(position,j,i,x,y))
AddPoint(x,y);
break;
case RedRook://红车
case BlackRook://黑车
//检查向右能否到达/保护
x=j+1;
y=i;
while(x<9)
{
if(NoChessMan==position[y][x])//空白
AddPoint(x,y);
else{
//碰到第一个棋子
AddPoint(x,y);
break;//后面的位置不能走了
}
x++;
}
//检查向左能否到达/保护
x=j-1;
y=i;
while(x>=0)
{
if(NoChessMan==position[y][x])//空白
AddPoint(x,y);
else{
//碰到第一个棋子
AddPoint(x,y);
break;//后面的位置不能走了
}
x--;
}
//检查向下能否到达/保护
x=j;
y=i+1;
while(y<10)
{
if(NoChessMan==position[y][x])//空白
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