这里展示了一个有AI的重力四子棋的C#程序。 AI采用alpha beta剪枝的方法。
界面代码MainWindow.xaml:
<Window x:Class="ConnectFour.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="ConnectFour" Height="650" Width="500">
<Grid x:Name="MainGrid" SizeChanged="ConnectFourForm_SizeChanged" >
<Button x:Name="btnHumanStart" Content="Human first" HorizontalAlignment="Left" Height="35" Margin="10,5,0,0" VerticalAlignment="Top" Width="100" Click="btn_Human_Click"/>
<Button x:Name="btnProgramStart" Content="Program first" HorizontalAlignment="Right" Height="35" Margin="0,5,10,0" VerticalAlignment="Top" Width="100" Click="btn_Program_First"/>
<TextBox x:Name="txbSearchDepth" HorizontalAlignment="Center" Height="20" Margin="0,15,0,0" TextWrapping="Wrap" Text="Enter search depth here" VerticalAlignment="Top" Width="195"/>
<Canvas x:Name="chessBoard" Margin="10,50,10,50" PreviewMouseLeftButtonDown="ChessBorad_MouseLeftButtonDown" PreviewMouseRightButtonDown="ChessBorad_MouseRightButtonDown" />
<TextBox x:Name="txbMessage" Height="25" Margin="10,585,5,10" TextWrapping="Wrap" Text="Search nodes number and pruning nodes number" VerticalAlignment="Top"/>
</Grid>
</Window>
/*
* This program is a gravity connect four game. AI uses the alpha beta pruning search.
* */
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using System.Windows.Forms;
namespace ConnectFour
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
private const int column = 4; // The column of chess board
private const int row = 5; // The row of chess board
private const bool HUMAN = true; // Human turn
private const bool PROGRAM = false; // Program turn
private bool player = HUMAN;
private double width;
private double height;
private double gridWidth;
private double gridHeight;
private int maxDepth = 10;
private bool canClick = true;
private Position board = new Position();
private int nodeNumber = 0;
private int maxCut = 0;
private int minCut = 0;
public MainWindow()
{
InitializeComponent();
AddHandler(FrameworkElement.PreviewMouseLeftButtonDownEvent, new MouseButtonEventHandler(ChessBorad_MouseLeftButtonDown), true);
AddHandler(FrameworkElement.PreviewMouseRightButtonDownEvent, new MouseButtonEventHandler(ChessBorad_MouseRightButtonDown), true);
}
private void DrawChessBoard()
{
chessBoard.Children.Clear();
width = chessBoard.ActualWidth;
height = chessBoard.ActualHeight;
gridWidth = width * 0.9 / column;
gridHeight = height * 0.9 / row;
for (int i = 0; i <= row; i++)
{
DrawingLine(width * 0.05, height * 0.05 + i * gridHeight, width * 0.95, height * 0.05 + i * gridHeight);
}
for (int i = 0; i <= column; i++)
{
DrawingLine(width * 0.05 + i * gridWidth, height * 0.05, width * 0.05 + i * gridWidth, height * 0.95);
}
for (int i = 0; i < row; i++)
{
for (int j = 0; j < column; j++)
{
if (board.chess[i, j] == Position.HUMAN_CHESS)
DrawingEllipse(gridWidth * 0.9, gridHeight * 0.9, width * 0.05 + j * gridWidth + 0.5 * gridWidth, height * 0.05 + i * gridHeight + 0.5 * gridHeight, HUMAN);
else if (board.chess[i, j] == Position.PROGRAM_CHESS)
DrawingEllipse(gridWidth * 0.9, gridHeight * 0.9, width * 0.05 + j * gridWidth + 0.5 * gridWidth, height * 0.05 + i * gridHeight + 0.5 * gridHeight, PROGRAM);
}
}
}
protected void DrawingLine(double x1, double y1, double x2, double y2)
{
Line myLine = new Line();
myLine.Stroke = System.Windows.Media.Brushes.Black;
myLine.X1 = x1;
myLine.Y1 = y1;
myLine.X2 = x2;
myLine.Y2 = y2;
myLine.StrokeThickness = 1;
chessBoard.Children.Add(myLine);
}
protected void DrawingEllipse(double widthEllipse, double heightEllipse, double centerX, double centerY, bool currentPlayer)
{
Ellipse myEllipse = new Ellipse();
if (currentPlayer) myEllipse.Stroke = System.Windows.Media.Brushes.DarkBlue;
else myEllipse.Stroke = System.Windows.Media.Brushes.Red;
myEllipse.Width = widthEllipse;
myEllipse.Height = heightEllipse;
myEllipse.StrokeThickness = 2;
myEllipse.Fill = myEllipse.Stroke;
myEllipse.Margin = new Thickness(centerX - widthEllipse / 2, centerY - heightEllipse / 2, 0, 0);
chessBoard.Children.Add(myEllipse);
}
private bool isInChessBoundary(double x, double y)
{
return x >= chessBoard.ActualWidth * 0.05 && x <= chessBoard.ActualWidth * 0.95 && y >= chessBoard.ActualHeight * 0.05 && y <= chessBoard.ActualHeight * 0.95;
}
private void ConnectFourForm_SizeChanged(object sender, SizeChangedEventArgs e)
{
DrawChessBoard();
}
private void ChessBorad_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
if (!canClick) return;
Point mousePosition = e.GetPosition(chessBoard);
double x = mousePosition.X;
double y = mousePosition.Y;
if (!isInChessBoundary(x, y)) return;
int columnIndex = (int)((x - width * 0.05) / gridWidth);
bool canNext = mouseLeftClickedInColumn(columnIndex);
DrawChessBoard();
testEndOfGame();
if (canNext)
{
player = PROGRAM;
programTurn();
testEndOfGame();
}
e.Handled = true;
}
private void ChessBorad_MouseRightButtonDown(object sender, MouseButtonEventArgs e)
{
if (!canClick) r