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C# winform 简单五子棋 200行代码实现人机对战

时间:2021-09-18 14:46:14

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C# winform 简单五子棋 200行代码实现人机对战

1、功能需求

接上篇博文,本文描述简单人机对战实现过程,只是简单实现考虑走一步策略,如果要想实现走多步策略,可以在本文估值算法的基础上用极大极小值配合剪枝算法,实现考虑多步策略,这样ai会显得更加聪明,后期如果有时间完善,会更新代码。

2、界面设计

参考上一篇博文的界面。

3、算法描述

其实算法非常简单,毕竟ai部分只有200行代码,所以应该只能算是实现估值函数,即当前局面走一步时最好的位置,不考虑走多步。我的思路如下:

(1)枚举当前局面棋子可能的落点,并给不同的局面赋值,越重要的局面分数会越高

(2)遍历每个可落子点

(3)在可落子点落子时,分四个方向去获得落子前后五个位置并转换成序列,然后检测该序列满足(1)中的情况,并获得一定分数累加存到字典中

(4)对字典进行排序

(5)取得分数最高的点即为最优落子点

当然,这只是考虑一步,但也有不错的棋力,如果要考虑多步,请参考前面提到的极大极小值配合剪枝算法,其实本博文的算法可以当作极大极小值配合剪枝算法的估值函数,然后只做迭代就好了。

4、代码实现

对上一博文的代码有一点小的更新,因此全部贴出代码,可能枚举时有考虑不到的情况,可能有些小问题,不过思想是没有问题的,项目代码如下:

using System;

using System.Collections.Generic;

using ponentModel;

using System.Data;

using System.Drawing;

using System.Linq;

using System.Text;

using System.Threading.Tasks;

using System.Windows.Forms;

namespace WindowsFormsAppAnimalRegonize

{

public partial class FormChess : Form

{

class Pos

{

public int X { get; set; }

public int Y { get; set; }

public bool Have_chess { get; set; }

public int Type { get; set; }

public Pos(int X, int Y, bool Have_chess, int Type)

{

this.X = X;

this.Y = Y;

this.Have_chess = Have_chess;

this.Type = Type;

}

}

private List<Pos> null_chess_pos_list;

private Stack<Button> cur_chess_btn_list;

private List<Button> buttons;

private int down_chess;

private string[] game_types = {"双人对战","人机对战","联网对战" };

private int cur_game_type;

private bool game_over;

public FormChess()

{

InitializeComponent();

comboBox1.Items.AddRange(game_types);

comboBox1.SelectedIndex = 0;

init_score_dict();

}

private void init_game()

{

switch(comboBox1.SelectedItem.ToString())

{

case "双人对战":

cur_game_type = 0;

break;

case "人机对战":

cur_game_type = 1;

break;

case "联网对战":

cur_game_type = 2;

break;

}

game_over = false;

//白棋先走,1为白棋2为黑棋

down_chess = 1;

if (buttons == null) buttons = new List<Button>();

if (null_chess_pos_list == null)

{

null_chess_pos_list = new List<Pos>();

for (int x = 0; x < 13; x++)

{

for (int y = 0; y < 13; y++)

{

new_chess_pos(30 + 50 * x, 30 + 50 * y);

var pos = new Pos(x, y, false, 0);

null_chess_pos_list.Add(pos);

}

}

}

else

{

for (int i = 0; i < null_chess_pos_list.Count; i++)

{

null_chess_pos_list[i].Have_chess = false;

null_chess_pos_list[i].Type = 0;

}

}

if (cur_chess_btn_list == null) cur_chess_btn_list = new Stack<Button>();

else

{

while (cur_chess_btn_list.Count > 0)

{

var btn = cur_chess_btn_list.Peek();

btn.BackgroundImage = Properties.Resources.chess_bg1;

cur_chess_btn_list.Pop();

}

}

set_down_chess_label();

}

//绘制棋盘

private void draw_chess_grid()

{

var graphics = this.CreateGraphics();

this.Show();//一定要加这句,不然无法显示

var pen = new Pen(Brushes.Black, 2.0f);

for (int x = 0; x < 13; x++)

{

var p1 = new Point(50 + x * 50, 50);

var p2 = new Point(50 + x * 50, 50 + 50 * 12);

graphics.DrawLine(pen, p1, p2);

}

for (int y = 0; y < 13; y++)

{

var p1 = new Point(50, 50 + y * 50);

var p2 = new Point(50 + 50 * 12, 50 + y * 50);

graphics.DrawLine(pen, p1, p2);

}

}

//右上方向判断

private int right_up_check(Pos pos,int count)

{

if (count == 5) {

if (pos.Type == 2)MessageBox.Show("黑方赢棋", "系统提示");

else MessageBox.Show("白方赢棋", "系统提示");

game_over = true;

}

if (pos.X + 1 <13 && pos.Y - 1 >0 && pos.Type != 0)

{

var index = get_pos_index_from_null_chess_list(pos.X + 1, pos.Y - 1);

if (null_chess_pos_list[index].Type == pos.Type) right_up_check(null_chess_pos_list[index],count + 1);

}

return count;

}

//左上方向判断

private int left_up_check(Pos pos, int count)

{

if (count == 5)

{

if (pos.Type == 2) MessageBox.Show("黑方赢棋", "系统提示");

else MessageBox.Show("白方赢棋", "系统提示");

game_over = true;

}

if (pos.X - 1 > 0 && pos.Y - 1 > 0 && pos.Type != 0)

{

var index = get_pos_index_from_null_chess_list(pos.X - 1, pos.Y - 1);

if (null_chess_pos_list[index].Type == pos.Type ) left_up_check(null_chess_pos_list[index], count + 1);

}

return count;

}

//横向方向判断

private int horizontal_check(Pos pos, int count)

{

if (count == 5)

{

if (pos.Type == 2) MessageBox.Show("黑方赢棋", "系统提示");

else MessageBox.Show("白方赢棋", "系统提示");

game_over = true;

}

if (pos.X + 1 < 13 && pos.Type != 0)

{

var index = get_pos_index_from_null_chess_list(pos.X + 1, pos.Y );

if (null_chess_pos_list[index].Type == pos.Type) horizontal_check(null_chess_pos_list[index], count + 1);

}

return count;

}

//竖向方向判断

private int vertical_check(Pos pos, int count)

{

if (count == 5)

{

if (pos.Type == 2) MessageBox.Show("黑方赢棋", "系统提示");

else MessageBox.Show("白方赢棋", "系统提示");

game_over = true;

}

if (pos.Y + 1 < 13 && pos.Type != 0)

{

var index = get_pos_index_from_null_chess_list(pos.X , pos.Y + 1);

if (null_chess_pos_list[index].Type == pos.Type) vertical_check(null_chess_pos_list[index], count + 1);

}

return count;

}

//判断赢局

private void check_win()

{

for (int i = 0; i < null_chess_pos_list.Count; i++)

{

left_up_check(null_chess_pos_list[i], 1);

right_up_check(null_chess_pos_list[i], 1);

horizontal_check(null_chess_pos_list[i], 1);

vertical_check(null_chess_pos_list[i], 1);

}

}

//初始生成下棋位置

private void new_chess_pos(int x,int y)

{

var button = new Button();

button.Location = new Point(x, y);

button.Size = new Size(40, 40);

set_btn_style(button);

this.Controls.Add(button);

button.Click += new EventHandler(button1_Click);

buttons.Add(button);

}

//窗口坐标转点坐标

private Point location_to_point(Button button)

{

return new Point((button.Location.X - 30)/50, (button.Location.Y - 30)/50);

}

//点坐标转窗口坐标

private Point point_to_location(Pos pos)

{

return new Point(pos.X * 50 +30, pos.Y * 50 +30);

}

//根据点坐标得到棋子位置索引

private int get_pos_index_from_null_chess_list(int x,int y)

{

for (int i = 0; i < null_chess_pos_list.Count; i++)

if (null_chess_pos_list[i].X == x && null_chess_pos_list[i].Y == y)return i;

return -1;

}

//根据窗口坐标得到索引

private int get_btn_index_from_button_list(int x, int y)

{

for (int i = 0; i < buttons.Count; i++)

if (buttons[i].Location.X == x && buttons[i].Location.Y == y) return i;

return -1;

}

//ai走棋

private void ai_move_chess()

{

Pos pos = get_best_pos();

var point = point_to_location(pos);

var index = get_btn_index_from_button_list(point.X, point.Y);

move_chess(buttons[index]);

}

//走棋

private void move_chess(Button button)

{

var point = location_to_point(button);

var index = get_pos_index_from_null_chess_list(point.X, point.Y);

if (null_chess_pos_list[index].Have_chess) return;

null_chess_pos_list[index].Have_chess = true;

if (down_chess == 2)

{

button.BackgroundImage = Properties.Resources.black;

null_chess_pos_list[index].Type = 2;

down_chess = 1;

}

else

{

button.BackgroundImage = Properties.Resources.white;

null_chess_pos_list[index].Type = 1;

down_chess = 2;

}

set_down_chess_label();

//添加到下棋栈列

cur_chess_btn_list.Push(button);

check_win();

}

// 设置透明按钮样式

private void set_btn_style(Button btn)

{

btn.FlatStyle = FlatStyle.Flat;//样式

btn.ForeColor = Color.Transparent;//前景

btn.BackColor = Color.Transparent;//去背景

btn.FlatAppearance.BorderSize = 0;//去边线

btn.FlatAppearance.MouseOverBackColor = Color.Transparent;//鼠标经过

btn.FlatAppearance.MouseDownBackColor = Color.Transparent;//鼠标按下

}

//提示当前由哪方下棋

private void set_down_chess_label()

{

if (down_chess == 2) label_game_type.Text = "黑方下棋";

else label_game_type.Text = "白方下棋";

}

//悔棋

private void back_chess()

{

if (cur_chess_btn_list==null) return;

if (cur_chess_btn_list.Count == 0) return;

var btn = cur_chess_btn_list.Peek();

var p = location_to_point(btn);

var index = get_pos_index_from_null_chess_list(p.X,p.Y);

null_chess_pos_list[index].Type = 0;

null_chess_pos_list[index].Have_chess = false;

btn.BackgroundImage = Properties.Resources.chess_bg1;

cur_chess_btn_list.Pop();

if (down_chess == 2) down_chess = 1;

else down_chess = 2;

set_down_chess_label();

}

//下棋点击事件

private void button1_Click(object sender, EventArgs e)

{

if (game_over) return;

switch (cur_game_type)

{

case 0:

move_chess((Button)sender);

break;

case 1:

move_chess((Button)sender);

ai_move_chess();

break;

case 2:

break;

}

}

//开始游戏

private void button_start_Click(object sender, EventArgs e)

{

init_game();

}

//悔棋

private void button_back_Click(object sender, EventArgs e)

{

if (game_over) return;

switch (cur_game_type)

{

case 0:

back_chess();

break;

case 1:

back_chess();

back_chess();

break;

case 2:

break;

}

}

//重置游戏

private void button_reset_Click(object sender, EventArgs e)

{

init_game();

}

//ai部分代码

private Dictionary<string, int> dict = new Dictionary<string, int>();//存储枚举分数的字典

private void init_score_dict()

{

//5个连子

dict.Add("22222",122222);

//4个连子

dict.Add("022220", 12222);

dict.Add("122220", 5222);

dict.Add("2", 5222);

dict.Add("2", 5222);

//3个连子

dict.Add("02220", 2522);

dict.Add("122200", 1222);

dict.Add("10", 1222);

dict.Add("01", 1222);

dict.Add("12", 1222);

dict.Add("02", 1222);

//2个连子

dict.Add("00220", 522);

dict.Add("122000", 522);

dict.Add("10", 322);

//1个子

dict.Add("211112", 52222);

dict.Add("11121", 52222);

dict.Add("11211", 52222);

dict.Add("21110", 4222);

dict.Add("12110", 4222);

dict.Add("11210", 4222);

dict.Add("21100",822);

dict.Add("12100", 822);

dict.Add("11200", 822);

dict.Add("21000", 222);

dict.Add("12000", 222);

}

//水平方向,传入的pos均为当前要估值的pos

private string get_horizontal_pos_str(Pos head_temp_pos)

{

int head_x = head_temp_pos.X,trail_x = head_temp_pos.X,head_count =0,trail_count =0;

while (head_count<5 && head_x - 1>0)

{

head_count++;

head_x--;

}

while (trail_count < 5 && trail_x + 1 < 13)

{

trail_count++;

trail_x++;

}

StringBuilder sb = new StringBuilder();

for (int i = head_temp_pos.X - head_count; i <= head_temp_pos.X+trail_count; i++)

{

if (i == head_temp_pos.X) sb.Append(head_temp_pos.Type.ToString());

else

{

var index = get_pos_index_from_null_chess_list(i, head_temp_pos.Y);

sb.Append(null_chess_pos_list[index].Type.ToString());

}

}

return sb.ToString();

}

//竖直方向

private string get_vertical_pos_str(Pos head_temp_pos)

{

int head_y = head_temp_pos.Y, trail_y = head_temp_pos.Y, head_count = 0, trail_count = 0;

while (head_count < 5 && head_y - 1 > 0)

{

head_count++;

head_y--;

}

while (trail_count < 5 && trail_y + 1 < 13)

{

trail_count++;

trail_y++;

}

StringBuilder sb = new StringBuilder();

for (int i = head_temp_pos.Y - head_count; i <= head_temp_pos.Y + trail_count; i++)

{

if (i == head_temp_pos.Y) sb.Append(head_temp_pos.Type.ToString());

else

{

var index = get_pos_index_from_null_chess_list(head_temp_pos.X,i);

sb.Append(null_chess_pos_list[index].Type.ToString());

}

}

return sb.ToString();

}

//左上方向

private string get_left_up_pos_str(Pos head_temp_pos)

{

int head_x=head_temp_pos.X,head_y = head_temp_pos.Y, trail_x = head_temp_pos.X, trail_y = head_temp_pos.Y, head_count = 0, trail_count = 0;

while (head_count < 5 && head_y - 1 > 0 && head_x - 1>0)

{

head_count++;

head_y--;

head_x--;

}

while (trail_count < 5 && trail_y + 1 < 13 && trail_x + 1 <13)

{

trail_count++;

trail_y++;

trail_x++;

}

var step = head_temp_pos.X - head_count;

StringBuilder sb = new StringBuilder();

for (int i = head_temp_pos.Y - head_count; i <= head_temp_pos.Y + trail_count; i++)

{

if (i == head_temp_pos.Y) sb.Append(head_temp_pos.Type.ToString());

else

{

var index = get_pos_index_from_null_chess_list(step, i);

sb.Append(null_chess_pos_list[index].Type.ToString());

}

step++;

}

return sb.ToString();

}

//右上方向

private string get_right_up_pos_str(Pos head_temp_pos)

{

int head_x = head_temp_pos.X, head_y = head_temp_pos.Y, trail_x = head_temp_pos.X, trail_y = head_temp_pos.Y, head_count = 0, trail_count = 0;

while (head_count < 5 && head_y + 1 < 13 && head_x - 1 > 0)

{

head_count++;

head_y++;

head_x--;

}

while (trail_count < 5 && trail_y - 1 > 0 && trail_x + 1 < 13)

{

trail_count++;

trail_y--;

trail_x++;

}

var step = head_temp_pos.Y + head_count;

StringBuilder sb = new StringBuilder();

for (int i = head_temp_pos.X - head_count; i <= head_temp_pos.X + trail_count; i++)

{

if (i == head_temp_pos.X) sb.Append(head_temp_pos.Type.ToString());

else

{

var index = get_pos_index_from_null_chess_list(i, step);

sb.Append(null_chess_pos_list[index].Type.ToString());

}

step--;

}

return sb.ToString();

}

//得到在位置落子时的分数

private int get_pos_score(Pos pos)

{

int value = 0;

string left_up = get_left_up_pos_str(pos);

string right_up = get_right_up_pos_str(pos);

string horizontal = get_horizontal_pos_str(pos);

string vertical = get_vertical_pos_str(pos);

foreach (KeyValuePair<string,int> pair in dict)

{

if (left_up.Contains(pair.Key) || left_up.Contains(new string(pair.Key.ToCharArray().Reverse().ToArray()))) value += pair.Value;

if (right_up.Contains(pair.Key) || right_up.Contains(new string(pair.Key.ToCharArray().Reverse().ToArray()))) value += pair.Value;

if (horizontal.Contains(pair.Key) || horizontal.Contains(new string(pair.Key.ToCharArray().Reverse().ToArray()))) value += pair.Value;

if (vertical.Contains(pair.Key) || vertical.Contains(new string(pair.Key.ToCharArray().Reverse().ToArray()))) value += pair.Value;

}

return value;

}

//得到最好的落子位置

private Pos get_best_pos()

{

var dict_score = new Dictionary<Pos, int>();

for (int i = 0; i < null_chess_pos_list.Count; i++)

{

if (null_chess_pos_list[i].Have_chess == false)

{

Pos pos = new Pos(null_chess_pos_list[i].X, null_chess_pos_list[i].Y, null_chess_pos_list[i].Have_chess,2);

dict_score.Add(null_chess_pos_list[i], get_pos_score(pos));

}

}

var temp_dict_score = dict_score.OrderByDescending(o => o.Value).ToDictionary(p =>p.Key,o => o.Value);

return temp_dict_score.Keys.First();

}

}

}

5、测试

由于只考虑一步,想要很强的棋力是不可能的,但是也不算特别白痴,给它赢它还是很“乐意”的,好奇的童鞋可以拷贝代码运行试试看看,本博文的思想思想仅供参考。

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