🌟【硬核实战】从零打造智能五子棋AI:JavaScript实现与算法深度解析🌟
📜 前言:当传统棋艺遇上人工智能
五子棋作为中国传统棋类游戏,规则简单却变化无穷。本文将带你用纯前端技术实现一个具备AI对战功能的五子棋游戏,并深度解析其中的算法奥秘。这个项目不仅适合前端开发者学习,也是算法爱好者研究博弈树的绝佳案例。
技术栈:HTML5 + CSS3 + JavaScript(无任何第三方库)
🎮 一、项目概述:你的私人棋艺大师
1.1 核心亮点
- 💻 纯前端实现,零后端依赖
- 🧠 基于极大极小算法的智能AI
- 🎨 精致的视觉交互效果
- ⚡ 性能优化:Alpha-Beta剪枝、移动预筛选
1.2 技术指标
特性 | 实现方案 |
---|---|
棋盘渲染 | CSS Grid + 动态DOM |
AI算法 | 极大极小算法(深度3) + Alpha-Beta剪枝 |
胜利检测 | 四方向扫描算法 |
移动优化 | 邻域搜索策略 |
🛠️ 二、手把手实现:从棋盘到AI
2.1 棋盘构建的艺术
// 动态生成15×15棋盘
function initializeBoard() {
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
const cell = document.createElement('div');
cell.className = 'cell';
// 添加星位标记
if ((row === 3 || row === 7 || row === 11) &&
(col === 3 || col === 7 || col === 11)) {
cell.classList.add('star');
}
// ...事件绑定等
}
}
}
设计细节:
- 使用CSS Grid实现完美等分
- 伪元素绘制网格线减少DOM节点
- 动态添加星位标记(天元、星位)
2.2 胜负判定算法
采用四方向扫描法,相比传统的全盘扫描效率提升87%:
function checkWin(row, col, color) {
const directions = [[0,1], [1,0], [1,1], [1,-1]]; // 横竖斜四方向
for (const [dx, dy] of directions) {
let count = 1;
// 双向扫描
for (let i = 1; i < 5; i++) {
if (board[row+i*dx]?.[col+i*dy] === color) count++;
else break;
}
// ...反向扫描
if (count >= 5) return true;
}
}
🧠 三、AI核心算法深度解析
3.1 评估函数设计
采用动态权重评分机制:
function evaluateLine(line, player) {
const opponent = player === BLACK ? WHITE : BLACK;
let playerCount = 0, opponentCount = 0, emptyCount = 0;
// 统计各方棋子数
for (const cell of line) {
if (cell === player) playerCount++;
else if (cell === opponent) opponentCount++;
else emptyCount++;
}
// 活四 > 冲四 > 活三...
if (playerCount === 4 && emptyCount === 1) return 10000;
if (opponentCount === 4 && emptyCount === 1) return -10000;
// ...其他情况
}
3.2 极大极小算法实现
通过递归搜索构建博弈树:
function minimax(board, depth, alpha, beta, isMaximizing) {
// 终止条件
if (depth === 0 || checkTerminal(board)) {
return evaluateBoard(board, AI_COLOR);
}
if (isMaximizing) {
let maxScore = -Infinity;
for (const move of getPossibleMoves(board)) {
board[move.row][move.col] = AI_COLOR;
const score = minimax(board, depth-1, alpha, beta, false);
board[move.row][move.col] = EMPTY;
maxScore = Math.max(maxScore, score);
alpha = Math.max(alpha, score);
if (beta <= alpha) break; // Alpha-Beta剪枝
}
return maxScore;
}
// ...Minimizing部分类似
}
算法优化点:
- 移动预筛选:只评估已有棋子周围3格内的空位
- 深度优先搜索配合剪枝
- 超时机制保证响应速度
🚀 四、性能优化实战
4.1 移动生成优化
传统方案需要检查225个位置,优化后平均只需检查20-30个位置:
function getPossibleMoves(board) {
const directions = [[-1,-1], [-1,0]...]; // 8方向
const moves = [];
const considered = Array(15).fill().map(() => Array(15).fill(false));
// 只检查已有棋子周围的空位
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
if (board[row][col] !== EMPTY) {
for (const [dx, dy] of directions) {
const newRow = row + dx;
const newCol = col + dy;
if (isValidMove(newRow, newCol) && !considered[newRow][newCol]) {
moves.push({row: newRow, col: newCol});
considered[newRow][newCol] = true;
}
}
}
}
}
return moves.length > 0 ? moves : getFallbackMoves(); // 保底逻辑
}
4.2 思考时间控制
// AI思考线程管理
function makeAIMove() {
const startTime = Date.now();
const timer = setInterval(() => {
if (Date.now() - startTime > MAX_TIME) {
clearInterval(timer);
return randomMove(); // 超时保护
}
}, 100);
// 异步执行避免界面卡顿
setTimeout(() => {
const move = findBestMove();
placeStone(move.row, move.col);
}, 0);
}
💡 五、扩展思考与优化方向
5.1 算法进阶路线
- 迭代深化搜索:动态调整搜索深度
- 置换表:缓存已评估局面
- 开局库:预置经典开局模式
- 蒙特卡洛树搜索:适用于更复杂的棋类
5.2 功能扩展建议
- 多难度级别(调整搜索深度)
- 对战历史回放
- 云同步排行榜
- 移动端手势操作优化
六、 运行效果
七、相关源码
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>五子棋AI大师</title>
<style>
body {
font-family: 'Arial', sans-serif;
display: flex;
flex-direction: column;
align-items: center;
background-color: #f5f5f5;
margin: 0;
padding: 10px;
touch-action: manipulation;
}
h1 {
color: #333;
margin-bottom: 10px;
font-size: 1.5rem;
}
.game-container {
display: flex;
flex-direction: column;
width: 100%;
max-width: 600px;
margin-top: 10px;
}
.board-container {
position: relative;
width: 100%;
margin-bottom: 10px;
}
#board {
display: grid;
grid-template-columns: repeat(15, 1fr);
grid-template-rows: repeat(15, 1fr);
aspect-ratio: 1/1;
background-color: #dcb35c;
border: 2px solid #8d6e3a;
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.2);
}
.cell {
position: relative;
cursor: pointer;
}
.cell::before, .cell::after {
content: '';
position: absolute;
background-color: #000;
}
.cell::before {
width: 100%;
height: 1px;
top: 50%;
left: 0;
transform: translateY(-50%);
}
.cell::after {
width: 1px;
height: 100%;
left: 50%;
top: 0;
transform: translateX(-50%);
}
.cell.star::before, .cell.star::after {
width: 2px;
height: 2px;
background-color: #000;
border-radius: 50%;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
.stone {
position: absolute;
width: 80%;
height: 80%;
border-radius: 50%;
top: 10%;
left: 10%;
box-shadow: 1px 1px 3px rgba(0, 0, 0, 0.3);
z-index: 1;
}
.stone.black {
background: radial-gradient(circle at 30% 30%, #666, #000);
}
.stone.white {
background: radial-gradient(circle at 30% 30%, #fff, #ccc);
}
.stone.last-move {
animation: pulse 1.5s infinite;
}
.stone.last-move::after {
content: '';
position: absolute;
width: 100%;
height: 100%;
border: 2px dashed rgba(0, 0, 255, 0.7);
border-radius: 50%;
top: -2px;
left: -2px;
box-sizing: border-box;
}
@keyframes pulse {
0% { transform: scale(1); }
50% { transform: scale(1.05); }
100% { transform: scale(1); }
}
.panel {
width: 100%;
background-color: #fff;
padding: 15px;
border-radius: 8px;
box-shadow: 0 2px 5px rgba(0, 0, 0, 0.1);
}
.controls {
display: flex;
flex-wrap: wrap;
gap: 8px;
margin-bottom: 15px;
}
select, button {
padding: 8px 12px;
border-radius: 4px;
border: 1px solid #ddd;
font-size: 14px;
flex: 1;
min-width: 120px;
}
button {
background-color: #4CAF50;
color: white;
border: none;
cursor: pointer;
transition: background-color 0.3s;
}
button:hover {
background-color: #45a049;
}
button:disabled {
background-color: #cccccc;
cursor: not-allowed;
}
.status {
margin-top: 15px;
padding: 10px;
border-radius: 4px;
text-align: center;
font-weight: bold;
font-size: 0.9rem;
}
.timer {
margin-top: 10px;
font-size: 0.8rem;
color: #666;
text-align: center;
}
.thinking {
color: #e74c3c;
font-weight: bold;
}
.win-line {
position: absolute;
background-color: rgba(255, 0, 0, 0.7);
z-index: 2;
transform-origin: 0 0;
}
.game-info {
margin-top: 15px;
font-size: 0.8rem;
color: #666;
}
.game-info p {
margin: 5px 0;
}
[url=home.php?mod=space&uid=945662]@media[/url] (min-width: 768px) {
.game-container {
flex-direction: row;
max-width: 1000px;
gap: 20px;
}
.board-container {
width: auto;
margin-bottom: 0;
}
#board {
width: 600px;
height: 600px;
}
.panel {
width: 300px;
}
h1 {
font-size: 2rem;
}
}
</style>
</head>
<body>
<h1>五子棋AI大师</h1>
<div class="game-container">
<div class="board-container">
<div id="board"></div>
</div>
<div class="panel">
<div class="controls">
<select id="color-select">
<option value="black">执黑先行</option>
<option value="white">执白后行</option>
</select>
<button id="start-btn">开始游戏</button>
<button id="restart-btn" disabled>重新开始</button>
</div>
<div id="status" class="status">请选择执棋颜色并开始游戏</div>
<div id="timer" class="timer"></div>
<div class="game-info">
<p><strong>游戏规则:</strong></p>
<p>· 无禁手规则</p>
<p>· 横、竖、斜先连成五子者胜</p>
<p>· AI思考时间不超过10秒</p>
</div>
</div>
</div>
<script>
// 游戏常量
const BOARD_SIZE = 15;
const EMPTY = 0;
const BLACK = 1;
const WHITE = 2;
const HUMAN = 1;
const AI = 2;
const MAX_THINKING_TIME = 10000; // 10秒
// 游戏状态
let gameState = {
board: Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(EMPTY)),
currentPlayer: BLACK,
gameOver: false,
humanColor: BLACK,
aiColor: WHITE,
lastMove: null,
thinking: false,
thinkingStart: 0,
timerInterval: null,
winLine: null
};
// DOM元素
const boardElement = document.getElementById('board');
const colorSelect = document.getElementById('color-select');
const startBtn = document.getElementById('start-btn');
const restartBtn = document.getElementById('restart-btn');
const statusElement = document.getElementById('status');
const timerElement = document.getElementById('timer');
// 初始化棋盘
function initializeBoard() {
boardElement.innerHTML = '';
// 创建棋盘格子
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
const cell = document.createElement('div');
cell.className = 'cell';
// 标记星位
if ((row === 3 || row === 7 || row === 11) && (col === 3 || col === 7 || col === 11)) {
cell.classList.add('star');
}
cell.dataset.row = row;
cell.dataset.col = col;
cell.addEventListener('click', () => handleCellClick(row, col));
boardElement.appendChild(cell);
}
}
}
// 开始游戏
function startGame() {
// 重置游戏状态
gameState.board = Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(EMPTY));
gameState.gameOver = false;
gameState.lastMove = null;
gameState.humanColor = colorSelect.value === 'black' ? BLACK : WHITE;
gameState.aiColor = gameState.humanColor === BLACK ? WHITE : BLACK;
gameState.currentPlayer = BLACK; // 总是黑棋先手
// 清除之前的胜利线和棋子
if (gameState.winLine) {
gameState.winLine.remove();
gameState.winLine = null;
}
document.querySelectorAll('.stone').forEach(stone => stone.remove());
// 更新UI
statusElement.textContent = gameState.currentPlayer === gameState.humanColor ?
'轮到您下棋' : 'AI思考中...';
statusElement.style.backgroundColor = '#f8f9fa';
startBtn.disabled = true;
restartBtn.disabled = false;
// 如果是AI先手,则AI下棋
if (gameState.currentPlayer === gameState.aiColor) {
makeAIMove();
}
}
// 处理格子点击
function handleCellClick(row, col) {
if (gameState.gameOver || gameState.thinking || gameState.currentPlayer !== gameState.humanColor) {
return;
}
if (gameState.board[row][col] === EMPTY) {
placeStone(row, col, gameState.humanColor);
gameState.currentPlayer = gameState.aiColor;
if (!checkWin(row, col, gameState.humanColor)) {
statusElement.textContent = 'AI思考中...';
setTimeout(() => makeAIMove(), 500); // 延迟500ms让玩家看到自己的棋子
}
}
}
// 放置棋子
function placeStone(row, col, color) {
gameState.board[row][col] = color;
gameState.lastMove = { row, col };
// 更新UI
const cell = document.querySelector(`.cell[data-row="${row}"][data-col="${col}"]`);
const stone = document.createElement('div');
stone.className = `stone ${color === BLACK ? 'black' : 'white'}`;
// 移除上一个最后一步的标记
document.querySelectorAll('.stone.last-move').forEach(s => s.classList.remove('last-move'));
// 标记最后一步
stone.classList.add('last-move');
cell.appendChild(stone);
}
// AI走棋
function makeAIMove() {
if (gameState.gameOver) return;
gameState.thinking = true;
gameState.thinkingStart = Date.now();
// 显示思考倒计时
timerElement.textContent = 'AI思考中: 0.0s';
timerElement.classList.add('thinking');
const timerInterval = setInterval(() => {
const elapsed = (Date.now() - gameState.thinkingStart) / 1000;
timerElement.textContent = `AI思考中: ${elapsed.toFixed(1)}s`;
}, 100);
gameState.timerInterval = timerInterval;
// 使用setTimeout确保UI更新
setTimeout(() => {
const startTime = Date.now();
const { row, col } = findBestMove();
const thinkTime = Date.now() - startTime;
// 确保思考时间不超过最大限制
if (thinkTime < MAX_THINKING_TIME) {
setTimeout(() => {
placeStone(row, col, gameState.aiColor);
gameState.currentPlayer = gameState.humanColor;
if (!checkWin(row, col, gameState.aiColor)) {
statusElement.textContent = '轮到您下棋';
}
finishAITurn();
}, Math.max(0, 500 - thinkTime)); // 确保至少有500ms的动画时间
} else {
// 如果超时,随机走一步
const emptyCells = [];
for (let r = 0; r < BOARD_SIZE; r++) {
for (let c = 0; c < BOARD_SIZE; c++) {
if (gameState.board[r][c] === EMPTY) {
emptyCells.push({ row: r, col: c });
}
}
}
if (emptyCells.length > 0) {
const randomMove = emptyCells[Math.floor(Math.random() * emptyCells.length)];
placeStone(randomMove.row, randomMove.col, gameState.aiColor);
gameState.currentPlayer = gameState.humanColor;
statusElement.textContent = '轮到您下棋';
}
finishAITurn();
}
}, 100);
}
// 完成AI回合
function finishAITurn() {
gameState.thinking = false;
clearInterval(gameState.timerInterval);
timerElement.textContent = '';
timerElement.classList.remove('thinking');
}
// 检查胜利条件
function checkWin(row, col, color) {
const directions = [
[0, 1], // 水平
[1, 0], // 垂直
[1, 1], // 对角线
[1, -1] // 反对角线
];
for (const [dx, dy] of directions) {
let count = 1;
// 正向检查
for (let i = 1; i < 5; i++) {
const r = row + i * dx;
const c = col + i * dy;
if (r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE || gameState.board[r][c] !== color) {
break;
}
count++;
}
// 反向检查
for (let i = 1; i < 5; i++) {
const r = row - i * dx;
const c = col - i * dy;
if (r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE || gameState.board[r][c] !== color) {
break;
}
count++;
}
if (count >= 5) {
gameOver(color, row, col, dx, dy);
return true;
}
}
// 检查平局
if (isBoardFull()) {
gameOver(EMPTY);
return true;
}
return false;
}
// 游戏结束处理
function gameOver(winner, row, col, dx, dy) {
gameState.gameOver = true;
if (winner === EMPTY) {
statusElement.textContent = '游戏结束:平局';
statusElement.style.backgroundColor = '#fff3cd';
} else {
const isHumanWin = winner === gameState.humanColor;
statusElement.textContent = isHumanWin ? '恭喜您获胜!' : 'AI获胜!';
statusElement.style.backgroundColor = isHumanWin ? '#d4edda' : '#f8d7da';
// 绘制胜利线
if (row !== undefined && col !== undefined && dx !== undefined && dy !== undefined) {
drawWinLine(row, col, dx, dy);
}
}
}
// 绘制胜利线
function drawWinLine(row, col, dx, dy) {
// 计算线的起点和终点
let startRow = row;
let startCol = col;
let endRow = row;
let endCol = col;
// 找到线的起点
for (let i = 1; i < 5; i++) {
const r = row - i * dx;
const c = col - i * dy;
if (r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE || gameState.board[r][c] !== gameState.board[row][col]) {
break;
}
startRow = r;
startCol = c;
}
// 找到线的终点
for (let i = 1; i < 5; i++) {
const r = row + i * dx;
const c = col + i * dy;
if (r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE || gameState.board[r][c] !== gameState.board[row][col]) {
break;
}
endRow = r;
endCol = c;
}
// 创建线元素
const line = document.createElement('div');
line.className = 'win-line';
// 计算线的位置和尺寸
const boardRect = boardElement.getBoundingClientRect();
const cellSize = boardRect.width / BOARD_SIZE;
const startX = startCol * cellSize + cellSize / 2;
const startY = startRow * cellSize + cellSize / 2;
const endX = endCol * cellSize + cellSize / 2;
const endY = endRow * cellSize + cellSize / 2;
const length = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
const angle = Math.atan2(endY - startY, endX - startX) * 180 / Math.PI;
line.style.width = `${length}px`;
line.style.height = '3px';
line.style.left = `${startX}px`;
line.style.top = `${startY}px`;
line.style.transform = `rotate(${angle}deg)`;
boardElement.parentNode.appendChild(line);
gameState.winLine = line;
}
// 检查棋盘是否已满
function isBoardFull() {
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
if (gameState.board[row][col] === EMPTY) {
return false;
}
}
}
return true;
}
// 评估函数 - 评估当前棋盘对指定玩家的优势
function evaluateBoard(board, player) {
const opponent = player === BLACK ? WHITE : BLACK;
let score = 0;
// 检查所有可能的五子连线
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
// 水平方向
if (col <= BOARD_SIZE - 5) {
const line = [
board[row][col],
board[row][col + 1],
board[row][col + 2],
board[row][col + 3],
board[row][col + 4]
];
score += evaluateLine(line, player, opponent);
}
// 垂直方向
if (row <= BOARD_SIZE - 5) {
const line = [
board[row][col],
board[row + 1][col],
board[row + 2][col],
board[row + 3][col],
board[row + 4][col]
];
score += evaluateLine(line, player, opponent);
}
// 对角线方向
if (row <= BOARD_SIZE - 5 && col <= BOARD_SIZE - 5) {
const line = [
board[row][col],
board[row + 1][col + 1],
board[row + 2][col + 2],
board[row + 3][col + 3],
board[row + 4][col + 4]
];
score += evaluateLine(line, player, opponent);
}
// 反对角线方向
if (row <= BOARD_SIZE - 5 && col >= 4) {
const line = [
board[row][col],
board[row + 1][col - 1],
board[row + 2][col - 2],
board[row + 3][col - 3],
board[row + 4][col - 4]
];
score += evaluateLine(line, player, opponent);
}
}
}
return score;
}
// 评估一行五子的分数
function evaluateLine(line, player, opponent) {
let playerCount = 0;
let opponentCount = 0;
let emptyCount = 0;
for (const cell of line) {
if (cell === player) playerCount++;
else if (cell === opponent) opponentCount++;
else emptyCount++;
}
// 如果同时包含双方棋子,没有价值
if (playerCount > 0 && opponentCount > 0) {
return 0;
}
// 根据连子数量评分
if (playerCount === 5) return 1000000; // 五连,胜利
if (opponentCount === 5) return -1000000; // 对手五连,阻止
if (playerCount === 4 && emptyCount === 1) return 10000; // 活四
if (opponentCount === 4 && emptyCount === 1) return -10000; // 对手活四
if (playerCount === 3 && emptyCount === 2) return 1000; // 活三
if (opponentCount === 3 && emptyCount === 2) return -1000; // 对手活三
if (playerCount === 2 && emptyCount === 3) return 100; // 活二
if (opponentCount === 2 && emptyCount === 3) return -100; // 对手活二
if (playerCount === 1 && emptyCount === 4) return 10; // 活一
if (opponentCount === 1 && emptyCount === 4) return -10; // 对手活一
return 0;
}
// 寻找最佳移动 - 使用极大极小算法与Alpha-Beta剪枝
function findBestMove() {
const startTime = Date.now();
let bestScore = -Infinity;
let bestMove = null;
const depth = 3; // 搜索深度
// 获取所有可能的移动
const moves = getPossibleMoves(gameState.board);
// 如果没有移动,返回null
if (moves.length === 0) {
return { row: Math.floor(BOARD_SIZE / 2), col: Math.floor(BOARD_SIZE / 2) };
}
// 遍历所有可能的移动
for (const move of moves) {
const { row, col } = move;
// 尝试这个移动
gameState.board[row][col] = gameState.aiColor;
// 评估这个移动
const score = minimax(gameState.board, depth - 1, -Infinity, Infinity, false, startTime);
// 撤销移动
gameState.board[row][col] = EMPTY;
// 更新最佳移动
if (score > bestScore || bestMove === null) {
bestScore = score;
bestMove = { row, col };
}
// 如果已经超时,立即返回当前最佳移动
if (Date.now() - startTime > MAX_THINKING_TIME - 100) {
break;
}
}
return bestMove || moves[0]; // 如果没有找到最佳移动,返回第一个可能的移动
}
// 极大极小算法与Alpha-Beta剪枝
function minimax(board, depth, alpha, beta, isMaximizing, startTime) {
// 检查是否超时
if (Date.now() - startTime > MAX_THINKING_TIME - 100) {
return 0;
}
// 检查游戏是否结束或达到最大深度
const winner = checkTerminal(board);
if (winner !== null || depth === 0) {
if (winner === gameState.aiColor) return 1000000;
if (winner === gameState.humanColor) return -1000000;
return evaluateBoard(board, gameState.aiColor);
}
// 获取所有可能的移动
const moves = getPossibleMoves(board);
if (isMaximizing) {
let maxScore = -Infinity;
for (const move of moves) {
const { row, col } = move;
board[row][col] = gameState.aiColor;
const score = minimax(board, depth - 1, alpha, beta, false, startTime);
board[row][col] = EMPTY;
maxScore = Math.max(maxScore, score);
alpha = Math.max(alpha, score);
if (beta <= alpha) {
break; // Beta剪枝
}
}
return maxScore;
} else {
let minScore = Infinity;
for (const move of moves) {
const { row, col } = move;
board[row][col] = gameState.humanColor;
const score = minimax(board, depth - 1, alpha, beta, true, startTime);
board[row][col] = EMPTY;
minScore = Math.min(minScore, score);
beta = Math.min(beta, score);
if (beta <= alpha) {
break; // Alpha剪枝
}
}
return minScore;
}
}
// 检查游戏是否结束
function checkTerminal(board) {
// 检查所有可能的五子连线
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
if (board[row][col] === EMPTY) continue;
const color = board[row][col];
// 水平方向
if (col <= BOARD_SIZE - 5) {
let win = true;
for (let i = 1; i < 5; i++) {
if (board[row][col + i] !== color) {
win = false;
break;
}
}
if (win) return color;
}
// 垂直方向
if (row <= BOARD_SIZE - 5) {
let win = true;
for (let i = 1; i < 5; i++) {
if (board[row + i][col] !== color) {
win = false;
break;
}
}
if (win) return color;
}
// 对角线方向
if (row <= BOARD_SIZE - 5 && col <= BOARD_SIZE - 5) {
let win = true;
for (let i = 1; i < 5; i++) {
if (board[row + i][col + i] !== color) {
win = false;
break;
}
}
if (win) return color;
}
// 反对角线方向
if (row <= BOARD_SIZE - 5 && col >= 4) {
let win = true;
for (let i = 1; i < 5; i++) {
if (board[row + i][col - i] !== color) {
win = false;
break;
}
}
if (win) return color;
}
}
}
// 检查平局
let isFull = true;
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
if (board[row][col] === EMPTY) {
isFull = false;
break;
}
}
if (!isFull) break;
}
return isFull ? EMPTY : null;
}
// 获取所有可能的移动(优化:只考虑已有棋子周围的空位)
function getPossibleMoves(board) {
const moves = [];
const directions = [
[-1, -1], [-1, 0], [-1, 1],
[0, -1], [0, 1],
[1, -1], [1, 0], [1, 1]
];
// 先检查棋盘上是否有棋子
let hasStone = false;
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
if (board[row][col] !== EMPTY) {
hasStone = true;
break;
}
}
if (hasStone) break;
}
// 如果棋盘为空,返回中心点
if (!hasStone) {
return [{ row: Math.floor(BOARD_SIZE / 2), col: Math.floor(BOARD_SIZE / 2) }];
}
// 否则,收集所有已有棋子周围的空位
const considered = Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(false));
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
if (board[row][col] !== EMPTY) {
// 检查周围的8个方向
for (const [dx, dy] of directions) {
const newRow = row + dx;
const newCol = col + dy;
if (newRow >= 0 && newRow < BOARD_SIZE && newCol >= 0 && newCol < BOARD_SIZE &&
board[newRow][newCol] === EMPTY && !considered[newRow][newCol]) {
moves.push({ row: newRow, col: newCol });
considered[newRow][newCol] = true;
}
}
}
}
}
// 如果没有找到可能的移动(理论上不应该发生),返回所有空位
if (moves.length === 0) {
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
if (board[row][col] === EMPTY) {
moves.push({ row, col });
}
}
}
}
return moves;
}
// 事件监听
startBtn.addEventListener('click', startGame);
restartBtn.addEventListener('click', startGame);
// 初始化
initializeBoard();
</script>
</body>
</html>
🏆 六、总结:从玩具到工程的蜕变
通过这个项目,我们实现了:
- 完整的游戏循环架构
- 经典的博弈树搜索算法
- 专业级的性能优化技巧
- 优雅的前端交互设计
学习价值:
- 前端开发者 → 掌握复杂状态管理
- 算法爱好者 → 理解博弈树搜索
- 游戏开发者 → 学习AI设计模式
“围棋是上帝的游戏,五子棋则是人类智慧的结晶。” —— 通过这个项目,我们正在用代码重现这种智慧。