C语言 在一定深度的极大极小树中计算移动分数

apeeds0o  于 2024-01-06  发布在  其他
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我用C实现了一个国际象棋游戏,使用以下结构:
move -表示在棋盘上从(a,B)到(c,d)的移动[8][8](国际象棋棋盘)
moves -这是一个带有head和tail的移动链表。

**变量:**playing_color是'W'或'B'。minimax_depth是之前设置的minimax深度。

下面是我的代码的Minimax函数与alpha-beta修剪和getMoveScore函数应该返回分数的移动在Minimax树的一定minimax_depth之前设置。
我还使用了getBestMoves函数,我也将在这里列出,它基本上是在Minimax算法中找到最佳移动,并将它们保存到全局变量中,以便我以后能够使用它们。
我必须补充的是,我将在这里添加的三个函数中列出的所有函数都可以正常工作并经过测试,* 所以问题要么是AptagaMax算法的逻辑问题,要么是getBestMoves/getMoveScore的实现问题。

问题主要是,当我在深度N得到我的最佳移动(这也不是计算正确的somehow),然后检查他们的分数在同一深度与getMoveScore函数,我得到不同的分数,不匹配的分数,这些实际上最好的移动.我花了几个小时调试这个,看不到错误,我希望也许有人可以给给予我一个提示,找到问题.

  • 这里是代码:*
/*
* Getting best possible moves for the playing color with the minimax algorithm
*/
moves* getBestMoves(char playing_color){
    //Allocate memory for the best_moves which is a global variable to fill it in   a minimax algorithm//
    best_moves = calloc(1, sizeof(moves));
    //Call an alpha-beta pruned minimax to compute the best moves//
    alphabeta(playing_color, board, minimax_depth, INT_MIN, INT_MAX, 1);
    return best_moves;
}

/*
* Getting the score of a given move for a current player
*/
int getMoveScore(char playing_color, move* curr_move){
    //Allocate memory for best_moves although its not used so its just freed    later//
    best_moves = calloc(1, sizeof(moves));
    int score;
    char board_cpy[BOARD_SIZE][BOARD_SIZE];
    //Copying a a current board and making a move on that board which score I   want to compute//
    boardCopy(board, board_cpy);
    actualBoardUpdate(curr_move, board_cpy, playing_color);
    //Calling the alphabeta Minimax now with the opposite color , a board after     a given move and as a minimizing player, because basicly I made my move so  its now the opponents turn and he is the minimizing player//
    score = alphabeta(OppositeColor(playing_color), board_cpy, minimax_depth, INT_MIN, INT_MAX, 0);
    freeMoves(best_moves->head);
    free(best_moves);
    return score;
}

/*
* Minimax function - finding the score of the best move possible from the input board
*/
int alphabeta(char playing_color, char curr_board[BOARD_SIZE][BOARD_SIZE], int depth,int alpha,int beta, int maximizing) {
    if (depth == 0){
        //If I'm at depth 0 I'm evaluating the current board with my scoring            function//
        return scoringFunc(curr_board, playing_color);
    }
    int score;
    int max_score;
    char board_cpy[BOARD_SIZE][BOARD_SIZE];
    //I'm getting all the possible legal moves for the playing color//
    moves * all_moves = getMoves(playing_color, curr_board);
    move* curr_move = all_moves->head;
    //If its terminating move I'm evaluating board as well, its separate from depth == 0 because    only here I want to free memory//
    if (curr_move == NULL){
        free(all_moves);
        return scoringFunc(curr_board,playing_color);
    }
    //If maximizing player is playing//
    if (maximizing) {
        score = INT_MIN;
        max_score = score;
        while (curr_move != NULL){
            //Make the move and call alphabeta with the current board               after the move for opposite color and !maximizing player//
            boardCopy(curr_board, board_cpy);
            actualBoardUpdate(curr_move, board_cpy, playing_color);
            score = alphabeta(OppositeColor(playing_color), board_cpy, depth - 1,alpha,beta, !maximizing);
            
            alpha = MAX(alpha, score);
            if (beta <= alpha){
                break;
            }
            //If I'm at the maximum depth I want to get current player              best moves//
            if (depth == minimax_depth){
                move* best_move;
                //If I found a move with a score that is bigger then                    the max score, I will free all previous moves and                   append him, and update the max_score//
                if (score > max_score){
                    max_score = score;
                    freeMoves(best_moves->head);
                    free(best_moves);
                    best_moves = calloc(1, sizeof(moves));
                    best_move = copyMove(curr_move);
                    concatMoves(best_moves, best_move);
                }
                //If I have found a move with the same score and want                   to concatenate it to a list of best moves//
                else if (score == max_score){
                    best_move = copyMove(curr_move);
                    concatMoves(best_moves, best_move);
                }
                
            }
            //Move to the next move//
            curr_move = curr_move->next;
        }
        freeMoves(all_moves->head);
        free(all_moves);
        return alpha;
    }
    else {
        //The same as maximizing just for a minimizing player and I dont want       to look for best moves here because I dont want to minimize my          outcome//
        score = INT_MAX;
        while (curr_move != NULL){
            boardCopy(curr_board, board_cpy);
            actualBoardUpdate(curr_move, board_cpy, playing_color);
            score = alphabeta(OppositeColor(playing_color), board_cpy, depth - 1,alpha,beta, !maximizing);
            beta = MIN(beta, score);
            if (beta <= alpha){
                break;
            }
            curr_move = curr_move->next;
        }
        freeMoves(all_moves->head);
        free(all_moves);
        return beta;
    }
}

字符串
正如尤金指出的--我在这里添加一个示例:http://imageshack.com/a/img910/4643/fmQvlm.png
我目前是白色玩家,我只有国王-k和皇后-q,相反的颜色有国王-K和车-R。显然我最好的举动是吃车或至少导致检查。棋子的移动经过测试,它们工作正常。虽然当我在深度3调用get_best_moves函数时,我在那个深度得到了很多不必要的动作和负分。也许现在更清楚了。谢谢!

w8f9ii69

w8f9ii691#

如果不调试整个代码,至少有一个问题是,你的scorevaluation可能适用于minimax算法,但不适用于Alpha-Beta算法。以下问题:
getMoveScore()函数必须以打开的AB窗口开始。
然而,getBestMoves()调用getMoveScore()时已经关闭了AB窗口。
因此,在getBestMoves的情况下,可能有一些分支在getMoveScore()中没有被修剪,因此分数不精确,这就是为什么这些值可能不同的原因(或至少其中之一)。

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