一款html5小游戏,主要功能在于js,带一套皮肤、内置ai算法,有能力的可以自行修改。
主要看下AI.js
贴出一部分代码学习下,
//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
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