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  • 设计模式(十)Strategy模式

      Strategy模式,就是用来整体地替换算法,可以轻松地以不同的算法解决同一个问题。

      还是根据一个示例程序来理解这种设计模式吧。先看一下示例程序的类图。

      然后看示例程序代码。

     1 package bigjunoba.bjtu.strategy;
     2 
     3 public class Hand {
     4     public static final int HANDVALUE_GUU = 0;  // 表示石头的值
     5     public static final int HANDVALUE_CHO = 1;  // 表示剪刀的值
     6     public static final int HANDVALUE_PAA = 2;  // 表示布的值
     7     public static final Hand[] hand = {         // 表示猜拳中3种手势的实例
     8         new Hand(HANDVALUE_GUU),
     9         new Hand(HANDVALUE_CHO),
    10         new Hand(HANDVALUE_PAA),
    11     };
    12     private static final String[] name = {      // 表示猜拳中手势所对应的字符串
    13         "石头", "剪刀", "布",
    14     };
    15     private int handvalue;                      // 表示猜拳中出的手势的值
    16     private Hand(int handvalue) {
    17         this.handvalue = handvalue;
    18     }
    19     public static Hand getHand(int handvalue) { // 根据手势的值获取其对应的实例
    20         return hand[handvalue];
    21     }
    22     public boolean isStrongerThan(Hand h) {     // 如果this胜了h则返回true
    23         return fight(h) == 1;
    24     }
    25     public boolean isWeakerThan(Hand h) {       // 如果this输给了h则返回true
    26         return fight(h) == -1;
    27     }
    28     private int fight(Hand h) {                 // 计分:平0, 胜1, 负-1
    29         if (this == h) {
    30             return 0;
    31         } else if ((this.handvalue + 1) % 3 == h.handvalue) {
    32             return 1;
    33         } else {
    34             return -1;
    35         }
    36     }
    37     public String toString() {                  // 转换为手势值所对应的字符串
    38         return name[handvalue];
    39     }
    40 }

      Hand类是用来表示猜拳中“手势”的类,首先创建了Hand类的实例,并将它们保存在hand数组中。getHand方法的作用是,将手势的值作为参数传递给getHand方法,它就会将手势的值对应的Hand类的实例返回。判断猜拳结果比较有意思,如果hand1赢了hand2,那么可以用hand1.isStrongerThan(hand2)来表示,反之如果hand1输了hand2,那么可以用hand1.isWeakerThan(hand2)来表示。fight方法是用来比较this和h的,如果this的手势值加1后是h的手势值,那么this获胜。例如this是石头(0),h是剪刀(1);或者this是剪刀(1)而h是布(2);或者this是布(2)而h是石头(0)。这里的取余是因为2加上1后除以3的余数正好是0,也就是石头。这里的Hand类被其他类使用,但是它不是strategy模式的一部分。

    1 package bigjunoba.bjtu.strategy;
    2 
    3 public interface Strategy {
    4     public abstract Hand nextHand();
    5     public abstract void study(boolean win);
    6 }

      Strategy接口定义了猜拳策略的抽象方法接口。nextHand方法的作用是“获取下一局要出的手势”,study方法是学习“上一局的手势是否获胜了”。

     1 package bigjunoba.bjtu.strategy;
     2 
     3 import java.util.Random;
     4 
     5 public class WinningStrategy implements Strategy {
     6     private Random random;
     7     private boolean won = false;
     8     private Hand prevHand;
     9     public WinningStrategy(int seed) {
    10         random = new Random(seed);
    11     }
    12     public Hand nextHand() {
    13         if (!won) {
    14             prevHand = Hand.getHand(random.nextInt(3));
    15         }
    16         return prevHand;
    17     }
    18     public void study(boolean win) {
    19         won = win;
    20     }
    21 }

      WinningStrategy类实现了Strategy接口。这种猜拳策略是,如果上一局的手势赢了,则下一局的手势就与上局相同;如果上一局手势输了,那下一局就随机出手势。won字段中保存的是上一局猜拳的输赢结果,如果上一局赢了,那么won值为true,然后nextHand方法直接返回prevHand,study方法调用study(True)。

     1 package bigjunoba.bjtu.strategy;
     2 
     3 import java.util.Random;
     4 
     5 public class ProbStrategy implements Strategy {
     6     private Random random;
     7     private int prevHandValue = 0;
     8     private int currentHandValue = 0;
     9     private int[][] history = {
    10         { 1, 1, 1, },
    11         { 1, 1, 1, },
    12         { 1, 1, 1, },
    13     };
    14     public ProbStrategy(int seed) {
    15         random = new Random(seed);
    16     }
    17     public Hand nextHand() {
    18         int bet = random.nextInt(getSum(currentHandValue));
    19         int handvalue = 0;
    20         if (bet < history[currentHandValue][0]) {
    21             handvalue = 0;
    22         } else if (bet < history[currentHandValue][0] + history[currentHandValue][1]) {
    23             handvalue = 1;
    24         } else {
    25             handvalue = 2;
    26         }
    27         prevHandValue = currentHandValue;
    28         currentHandValue = handvalue;
    29         return Hand.getHand(handvalue);
    30     }
    31     private int getSum(int hv) {
    32         int sum = 0;
    33         for (int i = 0; i < 3; i++) {
    34             sum += history[hv][i];
    35         }
    36         return sum;
    37     }
    38     public void study(boolean win) {
    39         if (win) {
    40             history[prevHandValue][currentHandValue]++;
    41         } else {
    42             history[prevHandValue][(currentHandValue + 1) % 3]++;
    43             history[prevHandValue][(currentHandValue + 2) % 3]++;
    44         }
    45     }
    46 }

      ProbStrategy类是随机出手势,但是每种手势出现的概率会根据以前的猜拳结果而改变。这里的理解就是,假如上一局出的是石头,那么history【0】【0】表示两局分别出石头和石头时胜了的次数,同理history【0】【1】表示两局分别出石头和剪刀时胜了的次数,history【0】【2】表示两局分别出石头和布时胜了的次数。这三个的值假如是3/5/7的情况下,下一局就会以石头、剪刀和布的比率为3:5:7来决定,在0到15之间取一个随机数,如果随机数是0 1 2那么出石头,如果随机数在3 4 5 6 7 那么出剪刀,如果随机数是9 10 11 12 13 14 15那么出布。

     1 package bigjunoba.bjtu.strategy;
     2 
     3 public class Player {
     4     private String name;
     5     private Strategy strategy;
     6     private int wincount;
     7     private int losecount;
     8     private int gamecount;
     9     public Player(String name, Strategy strategy) {         // 赋予姓名和策略
    10         this.name = name;
    11         this.strategy = strategy;
    12     }
    13     public Hand nextHand() {                                // 策略决定下一局要出的手势
    14         return strategy.nextHand();
    15     }
    16     public void win() {                 //
    17         strategy.study(true);
    18         wincount++;
    19         gamecount++;
    20     }
    21     public void lose() {                //
    22         strategy.study(false);
    23         losecount++;
    24         gamecount++;
    25     }
    26     public void even() {                //
    27         gamecount++;
    28     }
    29     public String toString() {
    30         return "[" + name + ":" + gamecount + " games, " + wincount + " win, " + losecount + " lose" + "]";
    31     }
    32 }

      Player类表示进猜拳游戏选手的类。nextHand方法的返回值就是策略的nextHand方法的返回值,也就是将自己的工作委托给了strategy

     1 package bigjunoba.bjtu.strategy;
     2 
     3 public class Main {
     4     public static void main(String[] args) {
     5         if (args.length != 2) {
     6             System.out.println("Usage: java Main randomseed1 randomseed2");
     7             System.out.println("Example: java Main 314 15");
     8             System.exit(0);
     9         }
    10         int seed1 = Integer.parseInt(args[0]);
    11         int seed2 = Integer.parseInt(args[1]);
    12         Player player1 = new Player("Lianjiang", new WinningStrategy(seed1));
    13         Player player2 = new Player("Qiaoye", new ProbStrategy(seed2));
    14         for (int i = 0; i < 20; i++) {
    15             Hand nextHand1 = player1.nextHand();
    16             Hand nextHand2 = player2.nextHand();
    17             if (nextHand1.isStrongerThan(nextHand2)) {
    18                 System.out.println("Winner:" + player1);
    19                 player1.win();
    20                 player2.lose();
    21             } else if (nextHand2.isStrongerThan(nextHand1)) {
    22                 System.out.println("Winner:" + player2);
    23                 player1.lose();
    24                 player2.win();
    25             } else {
    26                 System.out.println("Even...");
    27                 player1.even();
    28                 player2.even();
    29             }
    30         }
    31         System.out.println("Total result:");
    32         System.out.println(player1.toString());
    33         System.out.println(player2.toString());
    34     }
    35 }

      main类负责让电脑进行猜拳游戏。Lianjiang和Qiaoye分别使用不同的策略进行了100局比赛。这里必须输入两个数作为随机数的种子,关于这一方面,目前还是不太理解,等到理解了再来解释。

    Even...
    Winner:[Qiaoye:1 games, 0 win, 0 lose]
    Winner:[Lianjiang:2 games, 0 win, 1 lose]
    Even...
    Winner:[Qiaoye:4 games, 1 win, 1 lose]
    Winner:[Lianjiang:5 games, 1 win, 2 lose]
    Even...
    Even...
    Winner:[Lianjiang:8 games, 2 win, 2 lose]
    Winner:[Lianjiang:9 games, 3 win, 2 lose]
    Winner:[Lianjiang:10 games, 4 win, 2 lose]
    Even...
    Winner:[Qiaoye:12 games, 2 win, 5 lose]
    Even...
    Winner:[Lianjiang:14 games, 5 win, 3 lose]
    Winner:[Qiaoye:15 games, 3 win, 6 lose]
    Winner:[Qiaoye:16 games, 4 win, 6 lose]
    Winner:[Lianjiang:17 games, 6 win, 5 lose]
    Winner:[Qiaoye:18 games, 5 win, 7 lose]
    Even...
    Total result:
    [Lianjiang:20 games, 7 win, 6 lose]
    [Qiaoye:20 games, 6 win, 7 lose]
    

      输出结果如上,进行了20局的结果。

      Strategy模式类图如下:

      Strategy模式主要思想就是将算法与其他部分分离开,只定义了与算法相关的接口,然后在程序中以委托的方式来使用算法。使用委托这种弱关联关系可以很方便地整体替换算法,或者选择更好的算法在不同的环境下运行。

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  • 原文地址:https://www.cnblogs.com/BigJunOba/p/8685996.html
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