斗地主AI算法——第十五章の测试模块


前面几章已经把整个斗地主AI算法工程完成的差不多了,接下来进入整合联调以及模拟测试模块。

测试模块主要任务就是代替服务器给出我们需要的数据。因为我们本来的计划是封装成类库通过服务器调用获取,其调用的接口无非就是叫分、被动出牌、主动出牌。

被动出牌和主动出牌我们已经完成,叫分我们已经实现了权值的获取,只需要在外面加一个区间划分即可:

/*
获取叫分函数
*/

int LandScore(GameSituation &clsGameSituation, HandCardData &clsHandCardData)
{
	int SumValue = 0;

	clsHandCardData.uctHandCardValue=get_HandCardValue(clsHandCardData);

	SumValue = clsHandCardData.uctHandCardValue.SumValue;
	
	cout << "SumValue is :" << SumValue << ",";

	cout << "NeedRound is :" << clsHandCardData.uctHandCardValue.NeedRound << endl;

	if (SumValue<10) 
	{
		return 0;
	}
	else if (SumValue < 15)
	{
		return 1;
	}
	else if (SumValue < 20)
	{
		return 2;
	}
	else 
	{
		return 3;
	}
}

接下来就是模拟数据了,首先完成洗牌,即初始化牌值与随机打乱。

//洗牌
void InitCards(vector <int> &Cards)
{
	//先清空Cards
	Cards.clear();

	vector <int> tmpCards;
	int i;

	//大王56,小王52,没有53,54,55号牌
	for (i = 0; i < 53; i++) {
		tmpCards.push_back(i);
	}
	tmpCards.push_back(56);


	//顺序随机打乱
	for (i = tmpCards.size(); i>0; i--) {
		srand(unsigned(time(NULL)));
		// 选中的随机下标
		int index = rand() % i;
		Cards.push_back(tmpCards[index]);
		tmpCards.erase(tmpCards.begin() + index);
	}

}

同时为了方便测试,我也做了一个指定牌型的函数。

//洗牌(指定牌型,用于测试)
void InitCards_Appoint(vector <int> &Cards)
{
	//先清空Cards
	 Cards.clear();

	 /***********飞机与炸弹连续拆分逻辑测试**********/
	
	 Cards.push_back(48); Cards.push_back(50); Cards.push_back(49);
	 Cards.push_back(44); Cards.push_back(47); Cards.push_back(35);
	 Cards.push_back(40); Cards.push_back(46); Cards.push_back(34);
	 Cards.push_back(36); Cards.push_back(45); Cards.push_back(33);
	 Cards.push_back(23); Cards.push_back(43); Cards.push_back(31);
     Cards.push_back(22); Cards.push_back(42);	Cards.push_back(30);
	 Cards.push_back(21); Cards.push_back(41); Cards.push_back(29);
	 Cards.push_back(19); Cards.push_back(39); Cards.push_back(27);
	 Cards.push_back(18); Cards.push_back(38); Cards.push_back(26);
	 Cards.push_back(17); Cards.push_back(37); Cards.push_back(25);
     Cards.push_back(15); Cards.push_back(32);	Cards.push_back(20);
	 Cards.push_back(14); Cards.push_back(28); Cards.push_back(16);
	 Cards.push_back(13); Cards.push_back(24); Cards.push_back(12);
	 Cards.push_back(11); Cards.push_back(3); Cards.push_back(7);
	 Cards.push_back(10); Cards.push_back(2); Cards.push_back(6);
	 Cards.push_back(9); Cards.push_back(1); Cards.push_back(5);
	 Cards.push_back(8); Cards.push_back(0); Cards.push_back(4);
	 Cards.push_back(51); Cards.push_back(52); Cards.push_back(56);
	

}


洗完牌就是发牌了,发牌这里我们需要定义一个包含三个人手牌的结构,因为作为正常调用来说我们是不应该有这样的数据的。

//下发到三名玩家的手牌序列,此数据只用于测试,作为AI时不会获取

struct ALLCardsList
{
	vector <int>  arrCardsList[3];
};


然后依次发送到玩家对应的手牌数组里,最后三张为底牌。

//发牌
void SendCards(GameSituation & clsGameSituation, ALLCardsList &uctALLCardsList)
{
	//洗牌
	vector <int> Cards;
	InitCards(Cards);
	//InitCards_Appoint(Cards);
	int i, j, k;
	j = 0;
	for (k = 0; k < 17; k++) {
		for (i = 0; i < 3; i++,j++)
		{
			uctALLCardsList.arrCardsList[i].push_back(Cards[j]);
		}
	}

	//三张底牌
	clsGameSituation.DiPai[0] = Cards[j];
	clsGameSituation.DiPai[1] = Cards[j+1];
	clsGameSituation.DiPai[2] = Cards[j+2];
		
	return;
}

再然后就是模拟游戏过程,首先定义游戏全局类,与三名玩家的手牌信息类。调用发牌函数完成发牌环节,可以用手牌信息类里面的PrintAll输出你想要的数据信息。

	GameSituation clsGameSituation;

	ALLCardsList  uctALLCardsList;

	//发牌
	SendCards(clsGameSituation, uctALLCardsList);

	HandCardData arrHandCardData[3];

	arrHandCardData[0].color_nHandCardList = uctALLCardsList.arrCardsList[0];
	arrHandCardData[1].color_nHandCardList = uctALLCardsList.arrCardsList[1];
	arrHandCardData[2].color_nHandCardList = uctALLCardsList.arrCardsList[2];

	for (int i = 0; i < 3; i++)
	{
		arrHandCardData[i].Init();
		arrHandCardData[i].nOwnIndex = i;
	}

	cout << "0号玩家牌为:" << endl;
	arrHandCardData[0].PrintAll();
	cout << "1号玩家牌为:" << endl;
	arrHandCardData[1].PrintAll();
	cout << "2号玩家牌为:" << endl;
	arrHandCardData[2].PrintAll();

	cout << "底牌为:" << endl;
	cout << get_CardsName(clsGameSituation.DiPai[0]) << ','
		 << get_CardsName(clsGameSituation.DiPai[1]) << ','
		 << get_CardsName(clsGameSituation.DiPai[2]) << endl;

	cout << endl;

发完牌后开始叫地主,调用LandScore函数返回其叫的分值,只有比当前已叫的分值更高才可以刷新叫地主记录。若无人叫地主重新开一局,否则将三张底牌给地主,同时刷新地主手牌,且将地主设置成将要出牌的玩家

	for (int i = 0; i < 3; i++)
	{
		int  tmpLandScore = LandScore(clsGameSituation, arrHandCardData[i]);
		if (tmpLandScore > clsGameSituation.nNowLandScore)
		{
			clsGameSituation.nNowLandScore = tmpLandScore;
			clsGameSituation.nNowDiZhuID = i;
		}
	}

	if (clsGameSituation.nNowDiZhuID == -1)
	{
		cout << "无人叫地主" << endl;
		return;
	}

	cout << clsGameSituation.nNowDiZhuID << "号玩家是地主,叫分为:" << clsGameSituation.nNowLandScore << endl;
	clsGameSituation.nDiZhuID=clsGameSituation.nNowDiZhuID;
	clsGameSituation.nLandScore =clsGameSituation.nNowLandScore;


	//将三张底牌给地主
	arrHandCardData[clsGameSituation.nDiZhuID].color_nHandCardList.push_back(clsGameSituation.DiPai[0]);
	arrHandCardData[clsGameSituation.nDiZhuID].color_nHandCardList.push_back(clsGameSituation.DiPai[1]);
	arrHandCardData[clsGameSituation.nDiZhuID].color_nHandCardList.push_back(clsGameSituation.DiPai[2]);

	//地主手牌刷新
	arrHandCardData[clsGameSituation.nDiZhuID].Init();

	//出牌玩家ID
	int indexID= clsGameSituation.nDiZhuID;

	cout << endl;


	cout << "0号玩家牌为:" << endl;
	arrHandCardData[0].PrintAll();
	cout << "1号玩家牌为:" << endl;
	arrHandCardData[1].PrintAll();
	cout << "2号玩家牌为:" << endl;
	arrHandCardData[2].PrintAll();
	//当前控手玩家先为地主
	clsGameSituation.nCardDroit = indexID;

接下来就是循环进行出牌了。在游戏全局类里我们设置了一个标志是否结束的变量,可以用于控制循环。出牌时我们只需调用get_PutCardList出牌函数即可。若某个玩家出完牌后手牌为0,则游戏结束。若玩家出过牌,则刷新游戏全局类里面当前牌型信息。


while (!clsGameSituation.Over)
	{
		get_PutCardList_2(clsGameSituation, arrHandCardData[indexID]);//获取出牌序列
		arrHandCardData[indexID].PutCards();
		cout << indexID << "号玩家出牌:" << endl;
		for (vector<int>::iterator iter = arrHandCardData[indexID].color_nPutCardList.begin();
		    iter != arrHandCardData[indexID].color_nPutCardList.end(); iter++)
			cout << get_CardsName(*iter) << (iter == arrHandCardData[indexID].color_nPutCardList.end() - 1 ? '\n' : ',');
		cout << endl;

		if (arrHandCardData[indexID].nHandCardCount == 0)
		{
			clsGameSituation.Over = true;

			if (indexID == clsGameSituation.nDiZhuID)
			{
				cout << "地主" << indexID << "号玩家获胜" << endl;
			}
			else
			{
				for (int i = 0; i < 3; i++) {
					if (i != clsGameSituation.nDiZhuID)
					{
						cout << "农民" << i << "号玩家获胜" << endl;
					}
				}
			}
			
		}
        
		if (arrHandCardData[indexID].uctPutCardType.cgType != cgZERO)
		{
			clsGameSituation.nCardDroit = indexID;
			clsGameSituation.uctNowCardGroup = arrHandCardData[indexID].uctPutCardType;
		}

		indexID == 2 ? indexID = 0 : indexID++;

	}

get_PutCardList函数做了一个分支,通过nCardDroit当前控手对象判断是主动出牌还是被动出牌

/*
2.0版本策略  根据场上形势决定当前预打出的手牌——分支处理
*/
void get_PutCardList_2(GameSituation &clsGameSituation, HandCardData &clsHandCardData)
{
	if (clsGameSituation.nCardDroit == clsHandCardData.nOwnIndex)
	{
		get_PutCardList_2_unlimit(clsGameSituation, clsHandCardData);
	}
	else
	{
		get_PutCardList_2_limit(clsGameSituation, clsHandCardData);
	}
	return;
}


完成测试模块后,我们就可以调试程序了。


那么现在我们就可以愉快的玩耍了,下一章我们将观察几次对局情况进行样例的分析。

敬请关注下一章:斗地主AI算法——第十六章の样例分析

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