上一章已经说明了被动出牌算法基本的出牌思路,且以单牌为例给出了具体的代码。
对牌、三不带牌型实现方法与单牌基本类似。改动的地方主要是枚举牌类型,出牌时value_nPutCardList的处理,回溯时value_aHandCardList和nHandCardCount的变化等几个方面。下面给出完整代码:
/对牌类型
else if (clsGameSituation.uctNowCardGroup.cgType == cgDOUBLE)
{
//剪枝:如果能出去最后一手牌直接出
CardGroupData SurCardGroupData = ins_SurCardsType(clsHandCardData.value_aHandCardList);
if (SurCardGroupData.cgType != cgERROR)
{
if (SurCardGroupData.cgType == cgDOUBLE&&SurCardGroupData.nMaxCard>clsGameSituation.uctNowCardGroup.nMaxCard)
{
Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
return;
}
else if (SurCardGroupData.cgType == cgBOMB_CARD || SurCardGroupData.cgType == cgKING_CARD)
{
Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
return;
}
}
//-------------------------------------------对牌-------------------------------------------
//暂存最佳的价值
HandCardValue BestHandCardValue = get_HandCardValue(clsHandCardData);
//我们认为不出牌的话会让对手一个轮次,即加一轮(权值减少7)便于后续的对比参考。
BestHandCardValue.NeedRound += 1;
//暂存最佳的牌号
int BestMaxCard = 0;
//是否出牌的标志
bool PutCards = false;
for (int i = clsGameSituation.uctNowCardGroup.nMaxCard + 1; i < 18; i++)
{
if (clsHandCardData.value_aHandCardList[i] > 1)
{
//尝试打出一对牌,估算剩余手牌价值
clsHandCardData.value_aHandCardList[i]-=2;
clsHandCardData.nHandCardCount-=2;
HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
clsHandCardData.value_aHandCardList[i]+=2;
clsHandCardData.nHandCardCount+=2;
//选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正
if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
{
BestHandCardValue = tmpHandCardValue;
BestMaxCard = i;
PutCards = true;
}
}
}
if (PutCards)
{
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgDOUBLE, BestMaxCard, 2);
return;
}
//-------------------------------------------炸弹-------------------------------------------
for (int i = 3; i < 16; i++)
{
if (clsHandCardData.value_aHandCardList[i] ==4)
{
//尝试打出炸弹,估算剩余手牌价值,因为炸弹可以参与顺子,不能因为影响顺子而任意出炸
clsHandCardData.value_aHandCardList[i] -= 4;
clsHandCardData.nHandCardCount -= 4;
HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
clsHandCardData.value_aHandCardList[i] += 4;
clsHandCardData.nHandCardCount += 4;
//选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正
if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))
//如果剩余手牌价值为正,证明出去的几率很大, 那么可以用炸获得先手
|| tmpHandCardValue.SumValue > 0)
{
BestHandCardValue = tmpHandCardValue;
BestMaxCard = i;
PutCards = true;
}
}
}
if (PutCards)
{
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgBOMB_CARD, BestMaxCard, 4);
return;
}
//王炸
if (clsHandCardData.value_aHandCardList[17] > 0 && clsHandCardData.value_aHandCardList[16] > 0)
{
//如果剩余手牌价值为正,证明出去的几率很大,那么可以用炸获得先手,王炸20分
if (BestHandCardValue.SumValue > 20)
{
clsHandCardData.value_nPutCardList.push_back(17);
clsHandCardData.value_nPutCardList.push_back(16);
clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgKING_CARD, 17, 2);
return;
}
}
//管不上
clsHandCardData.uctPutCardType = get_GroupData(cgZERO, 0, 0);
return;
}
//三牌类型
else if (clsGameSituation.uctNowCardGroup.cgType == cgTHREE)
{
//剪枝:如果能出去最后一手牌直接出
CardGroupData SurCardGroupData = ins_SurCardsType(clsHandCardData.value_aHandCardList);
if (SurCardGroupData.cgType != cgERROR)
{
if (SurCardGroupData.cgType == cgTHREE&&SurCardGroupData.nMaxCard>clsGameSituation.uctNowCardGroup.nMaxCard)
{
Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
return;
}
else if (SurCardGroupData.cgType == cgBOMB_CARD || SurCardGroupData.cgType == cgKING_CARD)
{
Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
return;
}
}
//-------------------------------------------三牌-------------------------------------------
//暂存最佳的价值
HandCardValue BestHandCardValue = get_HandCardValue(clsHandCardData);
//我们认为不出牌的话会让对手一个轮次,即加一轮(权值减少7)便于后续的对比参考。
BestHandCardValue.NeedRound += 1;
//暂存最佳的牌号
int BestMaxCard = 0;
//是否出牌的标志
bool PutCards = false;
for (int i = clsGameSituation.uctNowCardGroup.nMaxCard + 1; i < 18; i++)
{
if (clsHandCardData.value_aHandCardList[i] > 2)
{
//尝试打出一对牌,估算剩余手牌价值
clsHandCardData.value_aHandCardList[i] -= 3;
clsHandCardData.nHandCardCount -= 3;
HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
clsHandCardData.value_aHandCardList[i] += 3;
clsHandCardData.nHandCardCount += 3;
//选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正
if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
{
BestHandCardValue = tmpHandCardValue;
BestMaxCard = i;
PutCards = true;
}
}
}
if (PutCards)
{
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgTHREE, BestMaxCard, 3);
return;
}
//-------------------------------------------炸弹-------------------------------------------
for (int i = 3; i < 16; i++)
{
if (clsHandCardData.value_aHandCardList[i] == 4)
{
//尝试打出炸弹,估算剩余手牌价值,因为炸弹可以参与顺子,不能因为影响顺子而任意出炸
clsHandCardData.value_aHandCardList[i] -= 4;
clsHandCardData.nHandCardCount -= 4;
HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
clsHandCardData.value_aHandCardList[i] += 4;
clsHandCardData.nHandCardCount += 4;
//选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正
if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))
//如果剩余手牌价值为正,证明出去的几率很大, 那么可以用炸获得先手
|| tmpHandCardValue.SumValue > 0)
{
BestHandCardValue = tmpHandCardValue;
BestMaxCard = i;
PutCards = true;
}
}
}
if (PutCards)
{
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.value_nPutCardList.push_back(BestMaxCard);
clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgBOMB_CARD, BestMaxCard, 4);
return;
}
//王炸
if (clsHandCardData.value_aHandCardList[17] > 0 && clsHandCardData.value_aHandCardList[16] > 0)
{
//如果剩余手牌价值为正,证明出去的几率很大,那么可以用炸获得先手,王炸20分
if (BestHandCardValue.SumValue > 20)
{
clsHandCardData.value_nPutCardList.push_back(17);
clsHandCardData.value_nPutCardList.push_back(16);
clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgKING_CARD, 17, 2);
return;
}
}
//管不上
clsHandCardData.uctPutCardType = get_GroupData(cgZERO, 0, 0);
return;
}
接下来我们说一下顺子的处理方法。以单顺为例:
首先在第一阶段判断是否同类型牌里要额外增加一个条件,即顺子长度要一致
if (SurCardGroupData.cgType == cgSINGLE_LINE&&SurCardGroupData.nMaxCard>clsGameSituation.uctNowCardGroup.nMaxCard
&&SurCardGroupData.nCount== clsGameSituation.uctNowCardGroup.nCount)
{
Put_All_SurCards(clsGameSituation, clsHandCardData, SurCardGroupData);
return;
}
然后除了设置BestHandCardValue等变量外,我们需要额外设置几个关于顺子的标志
//验证顺子的标志
int prov = 0;
//顺子起点
int start_i = 0;
//顺子终点
int end_i = 0;
//顺子长度
int length = clsGameSituation.uctNowCardGroup.nCount;
遍历顺子的方法有点类似于 最大子段和问题,大家可以参考下我以前的博客 http://blog.youkuaiyun.com/sm9sun/article/details/53240992
解决思路就是如果出现某张牌个数为0,那么必然不存在经过他的顺子,此时就把计数器置零,如果计数器长度大于等于length,即可以组成顺子,我们以当前下标i为最高标志构造出(i-length+1)~i的顺子。
举个例子:对方牌型为34567,我从4遍历至8,若满足,此时end_i=8,即45678,继续走到9,若还满足,end_i=9。即56789,若没有10,则prov归零,下一次循环若11存在,则prov=1。
for (int i = clsGameSituation.uctNowCardGroup.nMaxCard - length + 2; i < 15; i++)
{
if (clsHandCardData.value_aHandCardList[i] > 0)
{
prov++;
}
else
{
prov = 0;
}
if (prov >= length)
{
end_i = i;
start_i = i - length + 1;
for (int j = start_i; j <= end_i; j++)
{
clsHandCardData.value_aHandCardList[j] --;
}
clsHandCardData.nHandCardCount -= clsGameSituation.uctNowCardGroup.nCount;
HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
for (int j = start_i; j <= end_i; j++)
{
clsHandCardData.value_aHandCardList[j] ++;
}
clsHandCardData.nHandCardCount += clsGameSituation.uctNowCardGroup.nCount;
//选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正
if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
{
BestHandCardValue = tmpHandCardValue;
BestMaxCard = end_i;
PutCards = true;
}
}
}
最后打出顺子的话在start_i和 end_i区间内依次减一即可。
if (PutCards)
{
for (int j = start_i; j <= end_i; j++)
{
clsHandCardData.value_nPutCardList.push_back(j);
}
clsHandCardData.uctPutCardType = clsGameSituation.uctNowCardGroup = get_GroupData(cgSINGLE_LINE, BestMaxCard, clsGameSituation.uctNowCardGroup.nCount);
return;
}
以上就是单顺的处理方法,下一章我们继续填充其他牌型的出牌方法。
敬请关注下一章:斗地主AI算法——第十章の被动出牌(4)