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📄 eveluation.cpp

📁 一个人工智能下象棋的小游戏 含电子书 包含了alph-beta 深度优先 极大极小值算法
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// Eveluation.cpp: implementation of the CEveluation class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "Chess.h"
#include "Eveluation.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
const int BA0[10][9]=        //红卒的附加值矩阵
{
	{0,  0,  0,  0,  0,  0,  0,  0,  0},
	{90,90,110,120,120,120,110,90,90},
	{90,90,110,120,120,120,110,90,90},
	{70,90,110,110,110,110,110,90,70},
	{70,70,70, 70, 70,  70, 70,70,70},
	{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},
};
const int BA1[10][9]=   //黑兵的附加值矩阵
{
	{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},
	{70,70,70, 70, 70,70, 70,70, 70},
	{70,90,110,110,110,110,110,90,70},
	{90,90,110,120,120,120,110,90,90},
	{90,90,110,120,120,120,110,90,90},
	{0,  0, 0,  0,  0,  0,  0,  0,  0},
};

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CEveluation::CEveluation()
{
	//在构造函数里初始化每种棋子的基本价值数组
	m_BaseValue[B_KING] = BASEVALUE_KING; 
	m_BaseValue[B_CAR] = BASEVALUE_CAR; 
	m_BaseValue[B_HORSE] = BASEVALUE_HORSE; 
	m_BaseValue[B_BISHOP] = BASEVALUE_BISHOP; 
	m_BaseValue[B_ELEPHANT] = BASEVALUE_ELEPHANT; 
	m_BaseValue[B_CANON] = BASEVALUE_CANON; 
	m_BaseValue[B_PAWN] = BASEVALUE_PAWN; 
	
	m_BaseValue[R_KING] = BASEVALUE_KING; 
	m_BaseValue[R_CAR] = BASEVALUE_CAR; 
	m_BaseValue[R_HORSE] = BASEVALUE_HORSE; 
	m_BaseValue[R_BISHOP] = BASEVALUE_BISHOP; 
	m_BaseValue[R_ELEPHANT] = BASEVALUE_ELEPHANT; 
	m_BaseValue[R_CANON] = BASEVALUE_CANON; 
	m_BaseValue[R_PAWN] = BASEVALUE_PAWN; 
	//初始化灵活性价值数组
	m_FlexValue[B_KING] = FLEXIBILITY_KING; 
	m_FlexValue[B_CAR] = FLEXIBILITY_CAR; 
	m_FlexValue[B_HORSE] = FLEXIBILITY_HORSE; 
	m_FlexValue[B_BISHOP] = FLEXIBILITY_BISHOP; 
	m_FlexValue[B_ELEPHANT] = FLEXIBILITY_ELEPHANT; 
	m_FlexValue[B_CANON] = FLEXIBILITY_CANON; 
	m_FlexValue[B_PAWN] = FLEXIBILITY_PAWN; 
	
	m_FlexValue[R_KING] = FLEXIBILITY_KING; 
	m_FlexValue[R_CAR] = FLEXIBILITY_CAR; 
	m_FlexValue[R_HORSE] = FLEXIBILITY_HORSE; 
	m_FlexValue[R_BISHOP] = FLEXIBILITY_BISHOP; 
	m_FlexValue[R_ELEPHANT] = FLEXIBILITY_ELEPHANT; 
	m_FlexValue[R_CANON] = FLEXIBILITY_CANON; 
	m_FlexValue[R_PAWN] = FLEXIBILITY_PAWN; 
}

CEveluation::~CEveluation()
{

}
//为每一个兵返回附加值
//x是横坐标,y是纵坐标,CurSituation是棋盘
//不是兵返回零
int CEveluation::GetBingValue(int x, int y, BYTE CurSituation[][9])
{
	if (CurSituation[y][x] == R_PAWN)
		return BA0[y][x];
	
	if (CurSituation[y][x] == B_PAWN)
		return BA1[y][x];
	
	return 0;
}

//这个函数将一个位置加入数组RelatePos当中
void CEveluation::AddPoint(int  x, int y)
{
	RelatePos[nRelatePosCount].x = x;
	RelatePos[nRelatePosCount].y = y;
	nRelatePosCount++;

}
//判断棋盘position上位置From 的棋子是否能走到位置To
//如果能返回TRUE否则返回FALSE
//与IsValidMove相似
BOOL CEveluation::CanTouch(BYTE position[10][9], int nFromX, int nFromY, int nToX, int nToY)
{
	int i, j;
	int nMoveChessID, nTargetID;
	
	if (nFromY ==  nToY && nFromX == nToX)
		return FALSE;//目的与源相同
	
	nMoveChessID = position[nFromY][nFromX];
	nTargetID = position[nToY][nToX];
	
	switch(nMoveChessID)
	{

	case R_KING:     
		if (nTargetID == B_KING)//老将见面?
		{
			if (nFromX != nToX)
				return FALSE;//两个将不在同一列
			for (i = nFromY - 1; i > nToY; i--)
				if (position[i][nFromX] != NOCHESS)
					return FALSE;//中间有别的子
		}
		else
		{
			if (nToY < 7 || nToX > 5 || nToX < 3)
				return FALSE;//目标点在九宫之外
			if(abs(nFromY - nToY) + abs(nToX - nFromX) > 1) 
				return FALSE;//将帅只走一步直线:
		}
		break;
	case B_KING:     
		if (nTargetID == R_KING)//老将见面?
		{
			if (nFromX != nToX)
				return FALSE;
			for (i = nFromY + 1; i < nToY; i++)
			{
				if (position[i][nFromX] != NOCHESS)
					return FALSE;
			}
		}
		else
		{
			if (nToY > 2 || nToX > 5 || nToX < 3)
				return FALSE;//目标点在九宫之外
			if(abs(nFromY - nToY) + abs(nToX - nFromX) > 1) 
				return FALSE;//将帅只走一步直线:
		}
		break;
	case R_BISHOP:   
		
		if (nToY < 7 || nToX > 5 || nToX < 3)
			return FALSE;//士出九宫	
		
		if (abs(nFromY - nToY) != 1 || abs(nToX - nFromX) != 1)
			return FALSE;	//士走斜线
		
		break;
		
	case B_BISHOP:   //黑士
		
		if (nToY > 2 || nToX > 5 || nToX < 3)
			return FALSE;//士出九宫	
		
		if (abs(nFromY - nToY) != 1 || abs(nToX - nFromX) != 1)
			return FALSE;	//士走斜线
		
		break;
		
	case R_ELEPHANT://红象
		
		if(nToY < 5)
			return FALSE;//相不能过河
		
		if(abs(nFromX-nToX) != 2 || abs(nFromY-nToY) != 2)
			return FALSE;//相走田字
		
		if(position[(nFromY + nToY) / 2][(nFromX + nToX) / 2] != NOCHESS)
			return FALSE;//相眼被塞住了
		
		break;
		
	case B_ELEPHANT://黑象 
		
		if(nToY > 4)
			return FALSE;//相不能过河
		
		if(abs(nFromX-nToX) != 2 || abs(nFromY-nToY) != 2)
			return FALSE;//相走田字
		
		if(position[(nFromY + nToY) / 2][(nFromX + nToX) / 2] != NOCHESS)
			return FALSE;//相眼被塞住了
		
		break;
		
	case B_PAWN:     //黑兵
		
		if(nToY < nFromY)
			return FALSE;//兵不回头
		
		if( nFromY < 5 && nFromY == nToY)
			return FALSE;//兵过河前只能直走
		
		if(nToY - nFromY + abs(nToX - nFromX) > 1)
			return FALSE;//兵只走一步直线:
		
		break;
		
	case R_PAWN:    //红兵
		
		if(nToY > nFromY)
			return FALSE;//兵不回头
		
		if( nFromY > 4 && nFromY == nToY)
			return FALSE;//兵过河前只能直走
		
		if(nFromY - nToY + abs(nToX - nFromX) > 1)
			return FALSE;//兵只走一步直线:
		
		break;
		
	case B_CAR:      
	case R_CAR:      
		
		if(nFromY != nToY && nFromX != nToX)
			return FALSE;	//车走直线:
		
		if(nFromY == nToY)
		{
			if(nFromX < nToX)
			{
				for(i = nFromX + 1; i < nToX; i++)
					if(position[nFromY][i] != NOCHESS)
						return FALSE;
			}
			else
			{
				for(i = nToX + 1; i < nFromX; i++)
					if(position[nFromY][i] != NOCHESS)
						return FALSE;
			}
		}
		else
		{
			if(nFromY < nToY)
			{
				for(j = nFromY + 1; j < nToY; j++)
					if(position[j][nFromX] != NOCHESS)
						return FALSE;
			}
			else
			{
				for(j= nToY + 1; j < nFromY; j++)
					if(position[j][nFromX] != NOCHESS)
						return FALSE;
			}
		}
		
		break;
		
	case B_HORSE:    
	case R_HORSE:    
		
		if(!((abs(nToX-nFromX)==1 && abs(nToY-nFromY)==2)
			||(abs(nToX-nFromX)==2&&abs(nToY-nFromY)==1)))
			return FALSE;//马走日字
		
		if	(nToX-nFromX==2)
		{
			i=nFromX+1;
			j=nFromY;
		}
		else if	(nFromX-nToX==2)
		{
			i=nFromX-1;
			j=nFromY;
		}
		else if	(nToY-nFromY==2)
		{
			i=nFromX;
			j=nFromY+1;
		}
		else if	(nFromY-nToY==2)
		{
			i=nFromX;
			j=nFromY-1;
		}
		
		if(position[j][i] != (BYTE)NOCHESS)
			return FALSE;//绊马腿
		
		break;
	case B_CANON:    
	case R_CANON:    
		
		if(nFromY!=nToY && nFromX!=nToX)
			return FALSE;	//炮走直线:
		
		//炮不吃子时经过的路线中不能有棋子:------------------
		
		if(position[nToY][nToX] == NOCHESS)
		{
			if(nFromY == nToY)
			{
				if(nFromX < nToX)
				{
					for(i = nFromX + 1; i < nToX; i++)
						if(position[nFromY][i] != NOCHESS)
							return FALSE;
				}
				else
				{
					for(i = nToX + 1; i < nFromX; i++)
						if(position[nFromY][i]!=NOCHESS)
							return FALSE;
				}
			}
			else
			{
				if(nFromY < nToY)
				{
					for(j = nFromY + 1; j < nToY; j++)
						if(position[j][nFromX] != NOCHESS)
							return FALSE;
				}
				else
				{
					for(j = nToY + 1; j < nFromY; j++)
						if(position[j][nFromX] != NOCHESS)
							return FALSE;
				}
			}
		}
		//以上是炮不吃子-------------------------------------
		//吃子时:=======================================
		else	
		{
			int nCount=0;
			if(nFromY == nToY)
			{
				if(nFromX < nToX)
				{
					for(i=nFromX+1;i<nToX;i++)
						if(position[nFromY][i]!=NOCHESS)
							nCount++;
						if(nCount != 1)
							return FALSE;
				}
				else
				{
					for(i=nToX+1;i<nFromX;i++)
						if(position[nFromY][i] != NOCHESS)
							nCount++;
						if(nCount!=1)
							return FALSE;
				}
			}
			else
			{
				if(nFromY<nToY)
				{
					for(j=nFromY+1;j<nToY;j++)
						if(position[j][nFromX]!=NOCHESS)
							nCount++;
						if(nCount!=1)
							return FALSE;
				}
				else
				{
					for(j=nToY+1;j<nFromY;j++)
						if(position[j][nFromX] != NOCHESS)
							nCount++;
						if(nCount!=1)
							return FALSE;
				}
			}
		}
		//以上是炮吃子时================================
		break;
	default:
		return FALSE;
	}
	
	return TRUE;
}
//这个函数枚举了给定位是上棋子的所有相关位置
//包括可走到的位置和可保护的位置
//position是当前棋盘
//x是棋子的横坐标,y是棋子的纵坐标
//与CMoveGenerator中一些部分类似
int CEveluation::GetRelatePiece(BYTE position[10][9], int j, int i)
{
	nRelatePosCount = 0;
	BYTE nChessID;
	BYTE flag;
	int x,y;
	
	nChessID = position[i][j];
	switch(nChessID)
	{
	case R_KING:
	case B_KING:
		
		for (y = 0; y < 3; y++)
			for (x = 3; x < 6; x++)
				if (CanTouch(position, j, i, x, y))
					AddPoint(x, y);
		for (y = 7; y < 10; y++)
			for (x = 3; x < 6; x++)
				if (CanTouch(position, j, i, x, y))
					AddPoint(x, y);
		break;
						
	case R_BISHOP://红仕
		
		for (y = 7; y < 10; y++)
			for (x = 3; x < 6; x++)
				if (CanTouch(position, j, i, x, y))
					AddPoint(x, y);
		break;
				
	case B_BISHOP://黑士
		
		for (y = 0; y < 3; y++)
			for (x = 3; x < 6; x++)
				if (CanTouch(position, j, i, x, y))
					AddPoint(x, y);
		break;
				
	case R_ELEPHANT://象
	case B_ELEPHANT:
		
		x=j+2;
		y=i+2;
		if(x < 9 && y < 10  && CanTouch(position, j, i, x, y))
			AddPoint(x, y);
		
		x=j+2;
		y=i-2;
		if(x < 9 && y>=0  &&  CanTouch(position, j, i, x, y))
			AddPoint(x, y);
		
		x=j-2;
		y=i+2;
		if(x>=0 && y < 10  && CanTouch(position, j, i, x, y))
			AddPoint(x, y);
		
		x=j-2;
		y=i-2;
		if(x>=0 && y>=0  && CanTouch(position, j, i, x, y))
			AddPoint(x, y);
		break;
		
		case R_HORSE:		//马
		case B_HORSE:		
			x=j+2;
			y=i+1;
			if((x < 9 && y < 10) &&CanTouch(position, j, i, x, y))
				AddPoint(x, y);
					
			x=j+2;
			y=i-1;
			if((x < 9 && y >= 0) &&CanTouch(position, j, i, x, y))
			AddPoint(x, y);
					
			x=j-2;
			y=i+1;
			if((x >= 0 && y < 10) &&CanTouch(position, j, i, x, y))
			AddPoint(x, y);
					
			x=j-2;
			y=i-1;
			if((x >= 0 && y >= 0) &&CanTouch(position, j, i, x, y))
			AddPoint(x, y);
					
			x=j+1;
			y=i+2;
			if((x < 9 && y < 10) &&CanTouch(position, j, i, x, y))
			AddPoint(x, y);

			x=j-1;
			y=i+2;
			if((x >= 0 && y < 10) &&CanTouch(position, j, i, x, y))
			AddPoint(x, y);

			x=j+1;
			y=i-2;
			if((x < 9 && y >= 0) &&CanTouch(position, j, i, x, y))
			AddPoint(x, y);

			x=j-1;
			y=i-2;
			if((x >= 0 && y >= 0) &&CanTouch(position, j, i, x, y))
			AddPoint(x, y);
			break;
					
		case R_CAR:
		case B_CAR:
			x=j+1;
			y=i;
			while(x < 9)
			{
				if( NOCHESS == position[y][x] )
					AddPoint(x, y);
				else
				{
					AddPoint(x, y);
					break;
				}
				x++;
			}
			
			x = j-1;
			y = i;
			while(x >= 0)
			{
				if( NOCHESS == position[y][x] )
					AddPoint(x, y);
				else
				{
					AddPoint(x, y);
					break;
				}
				x--;
			}
			
			x=j;
			y=i+1;//
			while(y < 10)
			{
				if( NOCHESS == position[y][x])
					AddPoint(x, y);
				else
				{
					AddPoint(x, y);
					break;
				}
				y++;
			}
			
			x = j;
			y = i-1;//

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