我目前正在尝试为奥赛罗制作一个好的人工智能,并且已经使用了Minimax算法。然而,当我尝试使用alpha-beta剪枝进行更深层次的搜索时,算法似乎表现得很糟糕。我与维基和Berkely.edu等其他来源进行了检查,我认为我已经正确地实现了它,但我仍然找不到问题所在。
def alphabeta(board, player, a, b, lev):
h = heur(board, player)
if lev == 0:
return h, None
poss = get_legal_moves(board, player)
if len(poss) == 0:
return h, None
move = 0
for x in poss:
cpboard = board[:]
cpboard[x] = player
bracket(cpboard, player, x)
a1, q = alphabeta(cpboard, opponent_color(player), a, b, lev-1)
if player is me:
if a1 > a:
a, move = a1, x
else:
if a1 < b:
b, move = a1, x
if b <= a:
break
if player is me:
return a, move
else:
return b, move发布于 2012-02-29 04:25:22
你的alpha-beta代码可能是错误的。注意当玩家“通过转弯”(即没有可用的移动)时会发生什么,由于这个原因,我的代码中有一个棘手的bug。
您是否调用了切换了alpha和beta值的递归?我的代码是这样工作的(Java代码):
private float minimax(OthelloBoard board, OthelloMove best, float alpha, float beta, int depth)
{
float bestResult = -Float.MAX_VALUE;
OthelloMove garbage = new OthelloMove();
int state = board.getState();
int currentPlayer = board.getCurrentPlayer();
if (state == OthelloBoard.STATE_DRAW)
return 0.0f;
if ((state == OthelloBoard.STATE_BLACK_WINS) && (currentPlayer == OthelloBoard.BLACK))
return INFINITY;
if ((state == OthelloBoard.STATE_WHITE_WINS) && (currentPlayer == OthelloBoard.WHITE))
return INFINITY;
if ((state == OthelloBoard.STATE_BLACK_WINS) && (currentPlayer == OthelloBoard.WHITE))
return -INFINITY;
if ((state == OthelloBoard.STATE_WHITE_WINS) && (currentPlayer == OthelloBoard.BLACK))
return -INFINITY;
if (depth == maxDepth)
return OthelloHeuristics.eval(currentPlayer, board);
ArrayList<OthelloMove> moves = board.getAllMoves(currentPlayer);
for (OthelloMove mv : moves)
{
board.makeMove(mv);
alpha = - minimax(board, garbage, -beta, -alpha, depth + 1);
board.undoMove(mv);
if (beta <= alpha)
return alpha;
if (alpha > bestResult)
{
best.setFlipSquares(mv.getFlipSquares());
best.setIdx(mv.getIdx());
best.setPlayer(mv.getPlayer());
bestResult = alpha;
}
}
return bestResult;
}调用如下所示:
OthelloMove bestFound = new OthelloMove();
int maxDepth = 8;
minimax(board, bestFound, -Float.MAX_VALUE, Float.MAX_VALUE, maxDepth);
//Wait for Thread to finish
board.makeMove(bestFound);编辑:如果玩家没有可用的移动,getAllMoves()会返回一个“虚拟移动”,它根本不会改变棋盘,只需传递该轮。
希望它能帮上忙!
发布于 2012-01-16 16:05:42
在我看来,你的alphabeta实现看起来不错。由于minimax和alphabeta在正确实现时会产生相同的结果,因此您应该能够使用旧的minimax代码来检查alphabeta,至少对于适度的搜索深度是这样的。如果在搜索相同的博弈树时他们的结果不同,那么你就知道你做错了什么。
但最有可能的是,糟糕的游戏是由"heur“评估函数中的某些东西造成的。
https://stackoverflow.com/questions/8826230
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