斗地主AI算法——第十三章の主动出牌(2)

上一章我们已经搭好了出牌算法的基本框架,本章主要实现优先处理的三带、飞机等牌型。

首先定义一些基本变量:

	//暂存最佳的价值
	HandCardValue BestHandCardValue;
	BestHandCardValue.NeedRound = 20;
	BestHandCardValue.SumValue = MinCardsValue;
	//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;

	//暂存最佳的组合
	CardGroupData BestCardGroup;

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

因为枚举了牌型,所以实际和被动出牌逻辑都差不多,且没有nMaxCard的限制,所以我们要从3开始遍历。且上一章我们提到,不考虑炸弹拆分的情况。故value_aHandCardList[i]不能等于4。

for (int i = 3; i < 16; i++)
	{
		//2.0版本策略主动出牌不拆分炸弹,朕自己从来就不打四带二,因为浪
		if (clsHandCardData.value_aHandCardList[i] != 4)
		{
			//出三带一
			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;
						//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;
							BestCardGroup = get_GroupData(cgTHREE_TAKE_ONE, i, 4);
							tmp_1 = j;
						}
					}
				}
				clsHandCardData.value_aHandCardList[i] += 3;
			}
			//出三带二
			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;
						//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;
							BestCardGroup = get_GroupData(cgTHREE_TAKE_TWO, i, 5);
							tmp_1 = j;
						}
					}
					clsHandCardData.value_aHandCardList[i] += 3;
				}
			}
			//出四带二单
			if (clsHandCardData.value_aHandCardList[i] > 3)
			{
				//2.0版本策略主动出牌不拆分炸弹,朕自己从来就不打四带二,因为浪
			}
			//出四带二对
			if (clsHandCardData.value_aHandCardList[i] > 3)
			{
				//2.0版本策略主动出牌不拆分炸弹,朕自己从来就不打四带二,因为浪
			}
			//出三带一单连
			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;
					}
					/*本来想做全排列选取带出的牌然后枚举出最高价值的,但考虑到当飞机长度也就是在2-4之间
					所以干脆做三个分支处理算了*/
					//为两连飞机
					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;
					}
					//为三连飞机
					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;
					}
					//为四连飞机
					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,则是地主可以直接出去,在剪枝部分已经处理
				}

			}
			//出三带一双连
			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;
					}
					/*本来想做全排列选取带出的牌然后枚举出最高价值的,但考虑到当飞机长度也就是在2-4之间
					所以干脆做三个分支处理算了*/
					//为两连飞机
					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;
					}
					//为三连飞机
					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,则是地主可以直接出去,在剪枝部分已经处理
				}
			}
		}

	}





这个循环结束后,若有好的选择,则BestCardGroup会保留出牌的类型,在循环外进行出牌处理。

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;
		}

因为回溯遍历部分与被动出牌完全一样,这里就不再赘述。飞机在出牌阶段的处理比较麻烦,要根据牌数进行判断是几连飞机。


下一章,我们将实现打出当前最小值牌部分。

敬请关注下一章:斗地主AI算法——第十四章の主动出牌(3)

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