图解设计模式(十)Strategy 模式

读书笔记 仅供参考

策略模式

策略模式就是可以整体地替换算法,可以轻松地以不同的算法去解决同一个问题。

角色和 UML

Strategy

负责决定实现策略(算法)接口(API)

ConcreteStrategy

负责实现 Strategy 定义的接口(API)

Context

负责使用 Strategy 角色

UML

这里写图片描述

例子

例程是一个猜拳的程序,有两种猜拳策略,一是上一局赢了就不变手,输了就随机出,二是根据之前所有的出拳结果统计概率出拳。

//出拳手势
public class Hand {
    public static final int HANDVALUE_GUU = 0;//代表石头
    public static final int HANDVALUE_CHO = 1;//代表剪刀
    public static final int HANDVALUE_PAA = 2;//代表步

    public static final Hand[] hand = {
            new Hand(HANDVALUE_GUU),
            new Hand(HANDVALUE_CHO),
            new Hand(HANDVALUE_PAA)
    };

    private static final String[] name = {
            "石头", "剪刀", "布"
    };
    private int handValue;//猜拳中出的值
    private Hand(int handValue) {
        this.handValue = handValue;
    }

    public static Hand getHand(int handValue) {
        return hand[handValue];
    }
    //判断是否强于对方
    public boolean isStrongerThan(Hand hand) {
        return fight(hand) == 1;
    }
    //判断是否弱于对方
    public boolean isWeakerThan(Hand hand) {
        return fight(hand) == -1;
    }

    private int fight(Hand hand) {
        if(this == hand) {
            return 0;
        } else if((this.handValue + 1) % 3 == hand.handValue) {
            return 1;
        } else {
            return -1;
        }
    }

    @Override
    public String toString() {
        return name[handValue];
    }
}
public interface Strategy {
    Hand nextHand();
    //根据上一局输赢进行学习
    void study(boolean win);
}
public class WinningStrategy implements Strategy {
    //如果上一局获胜,就和上一局出相同的
    //如果上一局失败,随机出

    //随机值,决定怎么出
    private Random random;
    //上一局的结果
    private boolean won = false;
    //上一局的手势
    private Hand prevHand;

    public WinningStrategy(int  seed) {
        this.random = new Random(seed);
    }

    @Override
    public Hand nextHand() {
        if(!won) {
            prevHand = Hand.getHand(random.nextInt(3));
        }
        return prevHand;
    }

    @Override
    public void study(boolean win) {
        won = win;
    }
}
public class ProbStrategy implements Strategy {
    //根据之前的猜拳结果概率决定

    private Random random;
    private int prevHandValue = 0;
    private int currentHandValue = 0;

    //history[上一局出的手势][这一局可能出的手势] 代表胜利的次数
    private int[][] history = {
            {1, 1, 1},
            {1, 1, 1},
            {1, 1, 1},
    };
    public ProbStrategy(int seed) {
        random = new Random(seed);
    }

    @Override
    public Hand nextHand() {
        int bet = random.nextInt(getSum(currentHandValue));
        int handValue = 0;
        if(bet < history[currentHandValue][0]) {
            handValue = 0;
        } else if (bet < history[currentHandValue][1]) {
            handValue = 1;
        } else {
            handValue = 2;
        }
        prevHandValue = currentHandValue;
        currentHandValue = handValue;
        return Hand.getHand(handValue);
    }

    private int getSum(int hv) {
        int sum = 0;
        for(int i = 0; i < 3; i++) {
            sum += history[hv][i];
        }
        return sum;
    }

    @Override
    public void study(boolean win) {
        if(win) {
            history[prevHandValue][currentHandValue]++;
        } else {
            history[prevHandValue][(currentHandValue + 1) % 3]++;
            history[prevHandValue][(currentHandValue + 2) % 3]++;
        }
    }
}
//选手,有姓名,策略,统计输赢
public class Player {

    private String name;
    private Strategy strategy;
    private int winCount;
    private int loseCount;
    private int gameCount;

    public Player(String name, Strategy strategy) {
        this.name = name;
        this.strategy = strategy;
    }

    public Hand nextHand() {
        return strategy.nextHand();
    }

    public void win() {
        strategy.study(true);
        winCount++;
        gameCount++;
    }
    public void lose() {
        strategy.study(false);
        loseCount++;
        gameCount++;
    }

    public void even() {
        gameCount++;
    }

    @Override
    public String toString() {
        return "Player{" +
                "name='" + name + '\'' +
                ", winCount=" + winCount +
                ", loseCount=" + loseCount +
                ", gameCount=" + gameCount +
                '}';
    }
}
public class Main {

    //生成两个选手,采取不同的策略
    public static void main(String[] args) {
        Scanner scanner = new Scanner(System.in);
        int seed1 = scanner.nextInt();
        int seed2 = scanner.nextInt();
        Player player1 = new Player("Taro", new WinningStrategy(seed1));
        Player player2 = new Player("Hana", new ProbStrategy(seed2));
        for(int i = 0; i < 10000; i++) {
            Hand nextHand1 = player1.nextHand();
            Hand nextHand2 = player2.nextHand();
            if(nextHand1.isStrongerThan(nextHand2)) {
                System.out.println("Winner: " + player1);
                player1.win();
                player2.lose();
            } else if(nextHand2.isStrongerThan(nextHand1)) {
                System.out.println("Winner: " + player2);
                player2.win();
                player1.lose();
            } else {
                System.out.println("Even");
                player1.even();
                player2.even();
            }
        }
        System.out.println("Total result: ");
        System.out.println(player1.toString());
        System.out.println(player2.toString());
    }
}

UML

 这里写图片描述

 

PS

策略模式使算法动态替换成为了可能。

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