我需要帮助,从可能的移动在游戏奥赛罗树,我将在以后使用MiniMax算法。游戏是在玩家和AI模式下进行的,我总是"1“在船上,AI总是"2”在船上。这就是我目前为AI获得最佳移动的功能:
def findMoveForAI(board, player, depth, start):
best_score_for_move = -float('inf')
play_x = play_y = -1
moves = validMoves(board, player)
if not moves:
return (play_x , play_y)
for x, y in moves:
# this is where I would like to make tree
(temp, total_fillped) = PlayMove(copy.deepcopy(board), x, y, player)
move_eval = AlphaBeta(temp, player, depth, -999999999999, 999999999999, True, start)
if move_eval > best_score_for_move :
best_score_for_move = move_eval
play_x = x; play_y= y
return (play_x , play_y)所以,我的想法是,在标记的地方,我为人工智能在那一刻的每一个可能的移动做树,然后在上面做MiniMax,得到最好的移动。问题是我不知道怎么做树。我有class TreeNode和class Tree,但很显然,我不知道如何使用它们。这是这两个类的样子。
class TreeNode(object):
def __init__(self, data):
self.parent = None
self.children = []
self.data = data
def is_root(self):
return self.parent is None
def is_leaf(self):
return len(self.children) == 0
def add_child(self, x):
x.parent = self
self.children.append(x)class Tree(object):
def __init__(self):
self.root = None而且,如果需要的话,我也是这样初始化板的。
board = [['.' for x in range(8)] for y in range(8)]我真的很感激任何帮助,因为我觉得应该用递归来完成,但这并不是我最强大的一面。
这就是我试过的:
def makeTree(tree, board, player, depth):
if depth > 0:
new_player = change_player(player)
possible_moves = validMoves(board, new_player)
for x, y in possible_moves:
new_board = PlayMove(copy.deepcopy(board), x, y, new_player)[0]
child_tree = makeTree(tree, new_board, new_player, depth - 1)
tree.add_child(child_tree)
return tree提前谢谢。
发布于 2021-05-23 09:44:54
您需要使用递归函数来返回TreeNode实例,而不是Tree实例。然后,顶层调用将返回根节点,然后应该将其分配给单个Tree实例的Tree属性。
我还建议创建一个Edge类,这样您就可以存储有关在父板中播放的移动的信息,以便到达子板。
如果我理解正确的话,您想要将minimax/alphabeta算法与实际的游戏规则分开,首先创建状态树(特定于游戏),然后将其提供给一个通用的minimax/alphabeta算法,该算法可以不了解游戏规则,只需关注树中的信息。
下面是一个实现的想法:
class Tree:
def __init__(self):
self.root = None
class TreeNode:
def __init__(self, board, player, value=None):
self.parent = None
self.children = []
self.board = board
self.player = player
self.value = value # Initially only provided for leaf nodes
def is_root(self):
return self.parent is None
def is_leaf(self):
return len(self.children) == 0
def add_edge(self, edge):
edge.child.parent = self
self.children.append(edge)
def to_list(self): # to ease debugging...
return [self.board, [edge.child.to_list() for edge in self.children]]
class Edge:
def __init__(self, x, y, child):
self.x = x
self.y = y
self.child = child
def makeTree(board, player, depth):
def makeNode(board, player, depth):
if depth == 0: # Create a leaf with a heuristic value
return TreeNode(board, player, heuristic(board, player))
node = TreeNode(board, player)
new_player = change_player(player)
possible_moves = validMoves(board, new_player)
for x, y in possible_moves:
new_board = PlayMove(copy.deepcopy(board), x, y, new_player)[0]
node.add_edge(Edge(x, y, makeNode(new_board, new_player, depth - 1)))
return node
tree = Tree()
tree.root = makeNode(board, player, depth)
return tree您的findMoveForAI和AlphaBeta函数将不再以board和player作为参数,也不会调用PlayMove。相反,他们只会穿过这棵树。findMoveForAI将把树实例作为参数,而AlphaBeta将获得一个节点作为参数。根据存储在树叶中的值,这些值在执行时会在树上冒泡。
所以findMoveForAI看起来可能是这样:
def findMoveForAI(tree):
best_score_for_move = -float('inf')
play_x = play_y = -1
for x, y, child in tree.root.children:
move_eval = AlphaBeta(child, depth, -999999999999, 999999999999)
if move_eval > best_score_for_move:
best_score_for_move = move_eval
play_x = x
play_y = y
return (play_x , play_y)驱动程序代码将包含以下两个步骤:
DEPTH = 3
# ...
tree = makeTree(board, player, DEPTH)
best_move = findMoveForAI(tree)
# ...https://stackoverflow.com/questions/67656502
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