天天看點

鬥地主AI算法——第十三章の主動出牌(2)

上一章我們已經搭好了出牌算法的基本架構,本章主要實作優先處理的三帶、飛機等牌型。

首先定義一些基本變量:

//暫存最佳的價值
	HandCardValue BestHandCardValue;
	BestHandCardValue.NeedRound = 20;
	BestHandCardValue.SumValue = MinCardsValue;
	//我們認為不出牌的話會讓對手一個輪次,即加一輪(權值減少7)便于後續的對比參考。
	BestHandCardValue.NeedRound += 1;

	//暫存最佳的組合
	CardGroupData BestCardGroup;

	//帶出去的牌
	int tmp_1 = 0;
	int tmp_2 = 0;
	int tmp_3 = 0;
	int tmp_4 = 0;
           

因為枚舉了牌型,是以實際和被動出牌邏輯都差不多,且沒有nMaxCard的限制,是以我們要從3開始周遊。且上一章我們提到,不考慮炸彈拆分的情況。故value_aHandCardList[i]不能等于4。

for (int i = 3; i < 16; i++)
	{
		//2.0版本政策主動出牌不拆分炸彈,朕自己從來就不打四帶二,因為浪
		if (clsHandCardData.value_aHandCardList[i] != 4)
		{
			//出三帶一
			if (clsHandCardData.value_aHandCardList[i] > 2)
			{
				clsHandCardData.value_aHandCardList[i] -= 3;
				for (int j = 3; j < 18; j++)
				{
					if (clsHandCardData.value_aHandCardList[j] > 0 )
					{
						clsHandCardData.value_aHandCardList[j] -= 1;
						clsHandCardData.nHandCardCount -= 4;
						HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
						clsHandCardData.value_aHandCardList[j] += 1;
						clsHandCardData.nHandCardCount += 4;
						//選取總權值-輪次*7值最高的政策  因為我們認為剩餘的手牌需要n次控手的機會才能出完,若輪次牌型很大(如炸彈) 則其-7的價值也會為正
						if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
						{
							BestHandCardValue = tmpHandCardValue;
							BestCardGroup = get_GroupData(cgTHREE_TAKE_ONE, i, 4);
							tmp_1 = j;
						}
					}
				}
				clsHandCardData.value_aHandCardList[i] += 3;
			}
			//出三帶二
			if (clsHandCardData.value_aHandCardList[i] > 2)
			{
				for (int j = 3; j < 16; j++)
				{
					clsHandCardData.value_aHandCardList[i] -= 3;
					if (clsHandCardData.value_aHandCardList[j] > 1)
					{
						clsHandCardData.value_aHandCardList[j] -= 2;
						clsHandCardData.nHandCardCount -= 5;
						HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
						clsHandCardData.value_aHandCardList[j] += 2;
						clsHandCardData.nHandCardCount += 5;
						//選取總權值-輪次*7值最高的政策  因為我們認為剩餘的手牌需要n次控手的機會才能出完,若輪次牌型很大(如炸彈) 則其-7的價值也會為正
						if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
						{
							BestHandCardValue = tmpHandCardValue;
							BestCardGroup = get_GroupData(cgTHREE_TAKE_TWO, i, 5);
							tmp_1 = j;
						}
					}
					clsHandCardData.value_aHandCardList[i] += 3;
				}
			}
			//出四帶二單
			if (clsHandCardData.value_aHandCardList[i] > 3)
			{
				//2.0版本政策主動出牌不拆分炸彈,朕自己從來就不打四帶二,因為浪
			}
			//出四帶二對
			if (clsHandCardData.value_aHandCardList[i] > 3)
			{
				//2.0版本政策主動出牌不拆分炸彈,朕自己從來就不打四帶二,因為浪
			}
			//出三帶一單連
			if (clsHandCardData.value_aHandCardList[i] > 2)
			{
				int prov = 0;
				for (int j = i; j < 15; j++)
				{
					if (clsHandCardData.value_aHandCardList[j] > 2)
					{
						prov++;
					}
					else
					{
						break;
					}
					/*本來想做全排列選取帶出的牌然後枚舉出最高價值的,但考慮到當飛機長度也就是在2-4之間
					是以幹脆做三個分支處理算了*/
					//為兩連飛機
					if (prov == 2)
					{

						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] -= 3;
						}
						clsHandCardData.nHandCardCount -= prov * 4;
						for (int tmp1 = 3; tmp1 < 18; tmp1++)
						{
							if (clsHandCardData.value_aHandCardList[tmp1] > 0 )
							{
								clsHandCardData.value_aHandCardList[tmp1] -= 1;
								for (int tmp2 = tmp1; tmp2 < 18; tmp2++)
								{
									if (clsHandCardData.value_aHandCardList[tmp2] > 0 )
									{
										clsHandCardData.value_aHandCardList[tmp2] -= 1;
										HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
									
										if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
										{
											BestHandCardValue = tmpHandCardValue;
											BestCardGroup = get_GroupData(cgTHREE_TAKE_ONE_LINE, j, prov * 4);
											tmp_1 = tmp1;
											tmp_2 = tmp2;

										}
										clsHandCardData.value_aHandCardList[tmp2] += 1;
									}
								}
								clsHandCardData.value_aHandCardList[tmp1] += 1;
							}
						}
						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] += 3;
						}
						clsHandCardData.nHandCardCount += prov * 4;
					}
					//為三連飛機
					if (prov == 3)
					{
						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] -= 3;
						}
						clsHandCardData.nHandCardCount -= prov * 4;
						for (int tmp1 = 3; tmp1 < 18; tmp1++)
						{
							if (clsHandCardData.value_aHandCardList[tmp1] > 0 )
							{
								clsHandCardData.value_aHandCardList[tmp1] -= 1;
								for (int tmp2 = tmp1; tmp2 < 18; tmp2++)
								{
									if (clsHandCardData.value_aHandCardList[tmp2] > 0 )
									{
										clsHandCardData.value_aHandCardList[tmp2] -= 1;
										for (int tmp3 = tmp2; tmp3 < 18; tmp3++)
										{
											if (clsHandCardData.value_aHandCardList[tmp3] > 0 )
											{
												clsHandCardData.value_aHandCardList[tmp3] -= 1;

												HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
												if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
												{

													BestHandCardValue = tmpHandCardValue;
													BestCardGroup = get_GroupData(cgTHREE_TAKE_ONE_LINE, j, prov * 4);
													tmp_1 = tmp1;
													tmp_2 = tmp2;
													tmp_3 = tmp3;

												}
												clsHandCardData.value_aHandCardList[tmp3] += 1;
											}

										}
										clsHandCardData.value_aHandCardList[tmp2] += 1;
									}

								}
								clsHandCardData.value_aHandCardList[tmp1] += 1;
							}
						}
						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] += 3;
						}
						clsHandCardData.nHandCardCount += prov * 4;
					}
					//為四連飛機
					if (prov == 4)
					{
						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] -= 3;
						}
						clsHandCardData.nHandCardCount -= prov * 4;
						for (int tmp1 = 3; tmp1 < 18; tmp1++)
						{
							if (clsHandCardData.value_aHandCardList[tmp1] > 0 )
							{
								clsHandCardData.value_aHandCardList[tmp1] -= 1;
								for (int tmp2 = tmp1; tmp2 < 18; tmp2++)
								{
									if (clsHandCardData.value_aHandCardList[tmp2] > 0 )
									{
										clsHandCardData.value_aHandCardList[tmp2] -= 1;
										for (int tmp3 = tmp2; tmp3 < 18; tmp3++)
										{
											if (clsHandCardData.value_aHandCardList[tmp3] > 0 )
											{
												clsHandCardData.value_aHandCardList[tmp3] -= 1;
												for (int tmp4 = tmp3; tmp4 < 18; tmp4++)
												{
													if (clsHandCardData.value_aHandCardList[tmp4] > 0 )
													{
														clsHandCardData.value_aHandCardList[tmp4] -= 1;
														HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
														if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
														{
															BestHandCardValue = tmpHandCardValue;
															BestCardGroup = get_GroupData(cgTHREE_TAKE_ONE_LINE, j, prov * 4);
															tmp_1 = tmp1;
															tmp_2 = tmp2;
															tmp_3 = tmp3;
															tmp_4 = tmp4;
														}
														clsHandCardData.value_aHandCardList[tmp4] += 1;
													}

												}
												clsHandCardData.value_aHandCardList[tmp3] += 1;
											}

										}
										clsHandCardData.value_aHandCardList[tmp2] += 1;
									}

								}
								clsHandCardData.value_aHandCardList[tmp1] += 1;
							}
						}
						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] += 3;
						}
						clsHandCardData.nHandCardCount += prov * 4;
					}
					//若prov==5,則是地主可以直接出去,在剪枝部分已經處理
				}

			}
			//出三帶一雙連
			if (clsHandCardData.value_aHandCardList[i] > 2)
			{
				int prov = 0;
				for (int j = i; j < 15; j++)
				{
					if (clsHandCardData.value_aHandCardList[j] > 2 )
					{
						prov++;
					}
					else
					{
						break;
					}
					/*本來想做全排列選取帶出的牌然後枚舉出最高價值的,但考慮到當飛機長度也就是在2-4之間
					是以幹脆做三個分支處理算了*/
					//為兩連飛機
					if (prov == 2)
					{

						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] -= 3;
						}
						clsHandCardData.nHandCardCount -= prov * 5;
						for (int tmp1 = 3; tmp1 < 16; tmp1++)
						{
							if (clsHandCardData.value_aHandCardList[tmp1] > 1 )
							{
								clsHandCardData.value_aHandCardList[tmp1] -= 2;
								for (int tmp2 = tmp1; tmp2 < 16; tmp2++)
								{
									if (clsHandCardData.value_aHandCardList[tmp2] > 1 )
									{
										clsHandCardData.value_aHandCardList[tmp2] -= 2;
										HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
										if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
										{
											BestHandCardValue = tmpHandCardValue;
											BestCardGroup = get_GroupData(cgTHREE_TAKE_TWO_LINE, j, prov * 5);
											tmp_1 = tmp1;
											tmp_2 = tmp2;
										}
										clsHandCardData.value_aHandCardList[tmp2] += 2;
									}
								}
								clsHandCardData.value_aHandCardList[tmp1] += 2;
							}
						}
						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] += 3;
						}
						clsHandCardData.nHandCardCount += prov * 5;
					}
					//為三連飛機
					if (prov == 3)
					{
						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] -= 3;
						}
						clsHandCardData.nHandCardCount -= prov * 5;
						for (int tmp1 = 3; tmp1 < 16; tmp1++)
						{
							if (clsHandCardData.value_aHandCardList[tmp1] > 1 )
							{
								clsHandCardData.value_aHandCardList[tmp1] -= 2;
								for (int tmp2 = tmp1; tmp2 < 16; tmp2++)
								{
									if (clsHandCardData.value_aHandCardList[tmp2] > 1 )
									{
										clsHandCardData.value_aHandCardList[tmp2] -= 2;
										for (int tmp3 = tmp2; tmp3 < 16; tmp3++)
										{
											if (clsHandCardData.value_aHandCardList[tmp3] > 1 )
											{
												clsHandCardData.value_aHandCardList[tmp3] -= 2;
												HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
												if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
												{
													BestHandCardValue = tmpHandCardValue;
													BestCardGroup = get_GroupData(cgTHREE_TAKE_TWO_LINE, j, prov * 5);
													tmp_1 = tmp1;
													tmp_2 = tmp2;
													tmp_3 = tmp3;
												}
												clsHandCardData.value_aHandCardList[tmp3] += 2;
											}

										}
										clsHandCardData.value_aHandCardList[tmp2] += 2;
									}

								}
								clsHandCardData.value_aHandCardList[tmp1] += 2;
							}
						}
						for (int k = i; k <= j; k++)
						{
							clsHandCardData.value_aHandCardList[k] += 3;
						}
						clsHandCardData.nHandCardCount += prov * 5;
					}
					//若prov==4,則是地主可以直接出去,在剪枝部分已經處理
				}
			}
		}

	}
           

這個循環結束後,若有好的選擇,則BestCardGroup會保留出牌的類型,在循環外進行出牌處理。

if (BestCardGroup.cgType == cgTHREE_TAKE_ONE)
		{
			clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard);
			clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard);
			clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard);
			clsHandCardData.value_nPutCardList.push_back(tmp_1);
			clsHandCardData.uctPutCardType = BestCardGroup;
			return;
		}
	else if (BestCardGroup.cgType == cgTHREE_TAKE_TWO)
		{
			clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard);
			clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard);
			clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard);
			clsHandCardData.value_nPutCardList.push_back(tmp_1);
			clsHandCardData.value_nPutCardList.push_back(tmp_1);
			clsHandCardData.uctPutCardType = BestCardGroup;
			return;
		}
	else if (BestCardGroup.cgType == cgTHREE_TAKE_ONE_LINE)
		{
			for (int j = BestCardGroup.nMaxCard - (BestCardGroup.nCount / 4) + 1; j <= BestCardGroup.nMaxCard; j++)
			{
				clsHandCardData.value_nPutCardList.push_back(j);
				clsHandCardData.value_nPutCardList.push_back(j);
				clsHandCardData.value_nPutCardList.push_back(j);
			}

			if (BestCardGroup.nCount / 4 == 2)
			{
				clsHandCardData.value_nPutCardList.push_back(tmp_1);
				clsHandCardData.value_nPutCardList.push_back(tmp_2);
			}
			if (BestCardGroup.nCount / 4 == 3)
			{
				clsHandCardData.value_nPutCardList.push_back(tmp_1);
				clsHandCardData.value_nPutCardList.push_back(tmp_2);
				clsHandCardData.value_nPutCardList.push_back(tmp_3);
			}
			if (BestCardGroup.nCount / 4 == 4)
			{
				clsHandCardData.value_nPutCardList.push_back(tmp_1);
				clsHandCardData.value_nPutCardList.push_back(tmp_2);
				clsHandCardData.value_nPutCardList.push_back(tmp_3);
				clsHandCardData.value_nPutCardList.push_back(tmp_4);
			}

			clsHandCardData.uctPutCardType = BestCardGroup;
			return;
		}
	else if (BestCardGroup.cgType == cgTHREE_TAKE_TWO_LINE)
		{
			for (int j = BestCardGroup.nMaxCard - (BestCardGroup.nCount / 5) + 1; j <= BestCardGroup.nMaxCard; j++)
			{
				clsHandCardData.value_nPutCardList.push_back(j);
				clsHandCardData.value_nPutCardList.push_back(j);
				clsHandCardData.value_nPutCardList.push_back(j);
			}
			if (BestCardGroup.nCount / 5 == 2)
			{
				clsHandCardData.value_nPutCardList.push_back(tmp_1);
				clsHandCardData.value_nPutCardList.push_back(tmp_1);
				clsHandCardData.value_nPutCardList.push_back(tmp_2);
				clsHandCardData.value_nPutCardList.push_back(tmp_2);
			}
			if (BestCardGroup.nCount / 5 == 3)
			{
				clsHandCardData.value_nPutCardList.push_back(tmp_1);
				clsHandCardData.value_nPutCardList.push_back(tmp_1);
				clsHandCardData.value_nPutCardList.push_back(tmp_2);
				clsHandCardData.value_nPutCardList.push_back(tmp_2);
				clsHandCardData.value_nPutCardList.push_back(tmp_3);
				clsHandCardData.value_nPutCardList.push_back(tmp_3);
			}
			clsHandCardData.uctPutCardType = BestCardGroup;
			return;
		}
           

因為回溯周遊部分與被動出牌完全一樣,這裡就不再贅述。飛機在出牌階段的處理比較麻煩,要根據牌數進行判斷是幾連飛機。

下一章,我們将實作打出目前最小值牌部分。

敬請關注下一章:鬥地主AI算法——第十四章の主動出牌(3)