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)