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社区首页 >问答首页 >TicTacToeαBeta剪枝

TicTacToeαBeta剪枝
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Stack Overflow用户
提问于 2021-01-10 13:45:00
回答 1查看 1.6K关注 0票数 1

编辑30/03/2021:问题的措辞很糟糕,把它重新定义为

我用Python实现了一个Alpha-Beta Prunning算法,我想知道它不走最快的胜利路线是否正常(有时它会在2步中取得胜利,而它可能在1次中获胜)。

代码语言:javascript
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import math
from collections import Counter
from copy import copy, deepcopy

""" Board Class Definition """
class Board:
    """ constructor """
    def __init__(self):
        # init data
        self.data = [ "." for i in range(9) ]
    
    
    """ copy constructor equivalent """
    @staticmethod
    def copy(board):
        return deepcopy(board)
    
    
    """ play at given coordinates """
    def play_at(self, position, color):
        # check if you can play
        if self.data[position] == ".":
            # make the move
            self.data[position] = color
            return True
        
        # did not play
        return False
    
    
    """ get coordinates of empty pieces on the board """
    def get_playable_coord(self):
        # define coordinates of empty tiles
        return [ i for i in range(9) if self.data[i] == "." ]
    
    
    """ board is full """
    def is_full(self):
        # define tile counter
        c = Counter( [ self.data[i] for i in range(9) ] )
        return ( c["x"] + c["o"] == 9 )
    
    
    """ get winner of the board """
    def get_winner(self):
        # straight lines to check
        straightLines = [ (0, 1, 2) , (3, 4, 5) , (6, 7, 8) , (0, 3, 6) , (1, 4, 7) , (2, 5, 8) , (0, 4, 8) , (2, 4, 6) ]
        
        # check straight lines - 8 in total
        for i in range(8):
            # get counter of line of tiles
            c = Counter( [ self.data[j] for j in straightLines[i] ] )
            
            # different scenarii
            if c["x"] == 3:
                return "x"
            
            elif c["o"] == 3:
                return "o"
        
        # if board is full, game is a draw
        if self.is_full():
            return "draw"
        
        # return None by default
        return None
    
    
    """ get heuristic value of board - for "x" if 'reverse' == False """
    def get_heuristic_value(self, reverse):
        # init variable
        value = 0
        
        # straight lines to check
        straightLines = [ (0, 1, 2) , (3, 4, 5) , (6, 7, 8) , (0, 3, 6) , (1, 4, 7) , (2, 5, 8) , (0, 4, 8) , (2, 4, 6) ]
        
        # check straight lines - 8 in total
        for i in range(8):
            # get counter of line of tiles
            c = Counter( [ self.data[j] for j in straightLines[i] ] )
            
            # different scenarii
            if c["x"] == 3:
                value += 100
            
            elif c["x"] == 2 and c["."] == 1:
                value += 10
            
            elif c["x"] == 1 and c["."] == 2:
                value += 1
            
            elif c["o"] == 3:
                value -= 100
            
            elif c["o"] == 2 and c["."] == 1:
                value -= 10
            
            elif c["o"] == 1 and c["."] == 2:
                value -= 1
        
        # return heuristic value
        if reverse:
            return -value
        else:
            return value



""" Model Class Definition """
class Model:
    """ constructor """
    def __init__(self, color):
        # define parameters
        self.color = color
        self.other = self.get_opponent(color)
        
        # define board
        self.board = Board()
        
        # define winner
        self.winner = None
        
        # 'x' plays first
        if self.other == "x":
            self.make_ai_move()
    
    
    """ get opponent """
    def get_opponent(self, player):
        if player == "x":
            return "o"
        return "x"
    
    
    """ player makes a move in given position """
    def make_player_move(self, pos):
        if self.winner is None:
            # get result of board method
            res = self.board.play_at(pos, self.color)
            
            # check end of game <?>
            self.winner = self.board.get_winner()
            
            if res and self.winner is None:
                # make AI move
                self.make_ai_move()
    
    
    """ AI makes a move by using alphabeta pruning on all child nodes """
    def make_ai_move(self):
        # init variables
        best, bestValue = None, - math.inf
        
        for i in self.board.get_playable_coord():
            # copy board as child
            copie = Board.copy(self.board)
            copie.play_at(i, self.other)
            
            # use alpha beta && (potentially) register play
            value = self.alphabeta(copie, 10, - math.inf, math.inf, False)
            if value > bestValue:
                best, bestValue = i, value
        
        # play at best coordinates
        self.board.play_at(best, self.other)
        
        # check end of game <?>
        self.winner = self.board.get_winner()
    
    
    """ alpha beta function (minimax optimization) """
    def alphabeta(self, node, depth, alpha, beta, maximizingPlayer):
        # ending condition
        if depth == 0 or node.get_winner() is not None:
            return node.get_heuristic_value(self.other == "o")
        
        # recursive part initialization
        if maximizingPlayer:
            value = - math.inf
            for pos in node.get_playable_coord():
                # copy board as child
                child = Board.copy(node)
                child.play_at(pos, self.other)
                value = max(value, self.alphabeta(child, depth-1, alpha, beta, False))
                
                # update alpha
                alpha = max(alpha, value)
                if alpha >= beta:
                    break
            return value
        
        else:
            value = math.inf
            for pos in node.get_playable_coord():
                # copy board as child
                child = Board.copy(node)
                child.play_at(pos, self.color)
                value = min(value, self.alphabeta(child, depth-1, alpha, beta, True))
                
                # update beta
                beta = min(beta, value)
                if beta <= alpha:
                    break
            return value

我对这个问题的结论:

α-Beta剪枝是一种深度优先搜索算法,而不是广度优先搜索算法,因此我认为无论其深度如何,它都会选择找到的第一条路径,而不是搜索最快的路径.

EN

回答 1

Stack Overflow用户

发布于 2021-01-10 15:54:55

我知道这不是问题的答案,但我想建议更简单的方法对AI战术脚趾球员,这涉及到计算的位置是赢还是输。这将需要考虑游戏中任何时候可能发生的所有有效位置,但由于字段为3x3,有效位置数小于3^9 = 19683 (每个位置为'x‘、'o’或‘')。这并不是一个硬限制,因为许多立场是无效的,从游戏规则的角度。我建议您从这里开始,因为您正在讨论的算法主要用于困难的游戏中,因为完全搜索是不可行的。

因此,您所需要做的就是在启动程序之后,为每个位置计算一次输赢度量,然后在O(1)中作出决定。这对于3x3字段来说是可以接受的,但可能不会更多。

这里描述的一般方法是:https://cp-algorithms.com/game_theory/games_on_graphs.html。简单地说,你建立了一棵可能移动的树,将叶子标记为赢或输,并通过考虑所有的子级过渡(例如,如果每一次过渡都会导致对方的获胜位置,则是失败的位置)。

如果您理解俄语,这里有一个指向原始页面的链接:http://e-maxx.ru/algo/games_on_graphs

我在过去的某个时候也玩过这个游戏,并实施了这个方法。这是我的回购,以防你想调查:https://github.com/yuuurchyk/cpp_tic_tac_toe。公平警告:它是用C++编写的,代码有点难看

票数 0
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/65653940

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