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@siongui
Created December 14, 2013 12:54
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  1. siongui created this gist Dec 14, 2013.
    255 changes: 255 additions & 0 deletions AI.js
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,255 @@
    var AI = AI||{};

    AI.historyTable = {}; //历史表


    //人工智能初始化
    AI.init = function(pace){
    var bill = AI.historyBill || com.gambit; //开局库
    if (bill.length){
    var len=pace.length;
    var arr=[];
    //先搜索棋谱
    for (var i=0;i< bill.length;i++){
    if (bill[i].slice(0,len)==pace) {
    arr.push(bill[i]);
    }
    }
    if (arr.length){
    var inx=Math.floor( Math.random() * arr.length );
    AI.historyBill = arr ;
    return arr[inx].slice(len,len+4).split("");
    }else{
    AI.historyBill = [] ;
    }

    }
    //如果棋谱里面没有,人工智能开始运作
    var initTime = new Date().getTime();
    AI.treeDepth=play.depth;
    //AI.treeDepth=4;

    AI.number=0;
    AI.setHistoryTable.lenght = 0

    var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
    //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)
    if (!val||val.value==-8888) {
    AI.treeDepth=2;
    val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
    }
    //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);
    if (val&&val.value!=-8888) {
    var man = play.mans[val.key];
    var nowTime= new Date().getTime();
    com.get("moveInfo").innerHTML='<h3>AI搜索结果:</h3>最佳着法:'+
    com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+
    '<br />搜索深度:'+AI.treeDepth+'<br />搜索分支:'+
    AI.number+'个 <br />最佳着法评估:'+
    val.value+'分'+
    ' <br />搜索用时:'+
    (nowTime-initTime)+'毫秒'
    return [man.x,man.y,val.x,val.y]
    }else {
    return false;
    }
    }

    //迭代加深搜索着法
    AI.iterativeSearch = function (map, my){
    var timeOut=100;
    var initDepth = 1;
    var maxDepth = 8;
    AI.treeDepth=0;
    var initTime = new Date().getTime();
    var val = {};
    for (var i=initDepth; i<=maxDepth; i++){
    var nowTime= new Date().getTime();
    AI.treeDepth=i;
    AI.aotuDepth=i;
    var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)
    if (nowTime-initTime > timeOut){
    return val;
    }
    }
    return false;
    }

    //取得棋盘上所有棋子
    AI.getMapAllMan = function (map, my){
    var mans=[];
    for (var i=0; i<map.length; i++){
    for (var n=0; n<map[i].length; n++){
    var key = map[i][n];
    if (key && play.mans[key].my == my){
    play.mans[key].x = n;
    play.mans[key].y = i;
    mans.push(play.mans[key])
    }
    }
    }
    return mans;
    }

    /*
    //取得棋谱所有己方棋子的着法
    AI.getMoves = function (map, my, txtMap){
    var highMores = []; //优先级高的着法
    var manArr = AI.getMapAllMan (map, my);
    var moves = [];
    var history=AI.historyTable[txtMap];
    for (var i=0; i<manArr.length; i++){
    var man = manArr[i];
    var val=man.bl(map);
    for (var n=0; n<val.length; n++){
    if (history){
    highMores.push([man.x,man.y,val[n][0],val[n][1],man.key])
    }else{
    moves.push([man.x,man.y,val[n][0],val[n][1],man.key])
    }
    }
    }
    return highMores.concat(moves);
    }
    */
    //取得棋谱所有己方棋子的着法
    AI.getMoves = function (map, my){
    var manArr = AI.getMapAllMan (map, my);
    var moves = [];
    var foul=play.isFoul;
    for (var i=0; i<manArr.length; i++){
    var man = manArr[i];
    var val=man.bl(map);

    for (var n=0; n<val.length; n++){
    var x=man.x;
    var y=man.y;
    var newX=val[n][0];
    var newY=val[n][1];
    //如果不是长将着法
    if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){
    moves.push([x,y,newX,newY,man.key])
    }
    }
    }
    return moves;
    }
    //A:当前棋手value/B:对手value/depth:层级
    AI.getAlphaBeta = function (A, B, depth, map ,my) {
    //var txtMap= map.join();
    //var history=AI.historyTable[txtMap];
    // if (history && history.depth >= AI.treeDepth-depth+1){
    // return history.value*my;
    //}
    if (depth == 0) {
    return {"value":AI.evaluate(map , my)}; //局面评价函数;
      }
      var moves = AI.getMoves(map , my ); //生成全部走法;
      //这里排序以后会增加效率

    for (var i=0; i < moves.length; i++) {


       //走这个走法;
    var move= moves[i];
    var key = move[4];
    var oldX= move[0];
    var oldY= move[1];
    var newX= move[2];
    var newY= move[3];
    var clearKey = map[ newY ][ newX ]||"";

    map[ newY ][ newX ] = key;
    delete map[ oldY ][ oldX ];
    play.mans[key].x = newX;
    play.mans[key].y = newY;

      if (clearKey=="j0"||clearKey=="J0") {//被吃老将,撤消这个走法;
    play.mans[key] .x = oldX;
    play.mans[key] .y = oldY;
    map[ oldY ][ oldX ] = key;
    delete map[ newY ][ newX ];
    if (clearKey){
    map[ newY ][ newX ] = clearKey;
    // play.mans[ clearKey ].isShow = false;
    }

    return {"key":key,"x":newX,"y":newY,"value":8888};
    //return rootKey;
      }else {
       var val = -AI.getAlphaBeta(-B, -A, depth - 1, map , -my).value;
    //val = val || val.value;

       //撤消这个走法; 
    play.mans[key] .x = oldX;
    play.mans[key] .y = oldY;
    map[ oldY ][ oldX ] = key;
    delete map[ newY ][ newX ];
    if (clearKey){
    map[ newY ][ newX ] = clearKey;
    //play.mans[ clearKey ].isShow = true;
    }
       if (val >= B) {
    //将这个走法记录到历史表中;
    //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my);
    return {"key":key,"x":newX,"y":newY,"value":B};
    }
    if (val > A) {
         A = val; //设置最佳走法;
    if (AI.treeDepth == depth) var rootKey={"key":key,"x":newX,"y":newY,"value":A};
    }
    }
      }
    //将这个走法记录到历史表中;
    //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my);
    if (AI.treeDepth == depth) {//已经递归回根了
    if (!rootKey){
    //AI没有最佳走法,说明AI被将死了,返回false
    return false;
    }else{
    //这个就是最佳走法;
    return rootKey;
    }
    }
     return {"key":key,"x":newX,"y":newY,"value":A};
    }

    //奖着法记录到历史表
    AI.setHistoryTable = function (txtMap,depth,value,my){
    AI.setHistoryTable.lenght ++;
    AI.historyTable[txtMap] = {depth:depth,value:value}
    }

    //评估棋局 取得棋盘双方棋子价值差
    AI.evaluate = function (map,my){
    var val=0;
    for (var i=0; i<map.length; i++){
    for (var n=0; n<map[i].length; n++){
    var key = map[i][n];
    if (key){
    val += play.mans[key].value[i][n] * play.mans[key].my;
    }
    }
    }
    //val+=Math.floor( Math.random() * 10); //让AI走棋增加随机元素
    //com.show()
    //z(val*my)
    AI.number++;
    return val*my;
    }

    //评估棋局 取得棋盘双方棋子价值差
    AI.evaluate1 = function (map,my){
    var val=0;
    for (var i in play.mans){
    var man=play.mans[i];
    if (man.isShow){
    val += man.value[man.y][man.x] * man.my;
    }
    }
    //val+=Math.floor( Math.random() * 10); //让AI走棋增加随机元素
    //com.show()
    //z(val*my)
    AI.number++;
    return val*my;
    }