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  • [非原创]2048游戏自动化算法

    function AI(grid) {
      this.grid = grid;
    }
    
    // static evaluation function
    AI.prototype.eval = function() {
      var emptyCells = this.grid.availableCells().length;
    
      var smoothWeight = 0.1,
          //monoWeight   = 0.0,
          //islandWeight = 0.0,
          mono2Weight  = 1.0,
          emptyWeight  = 2.7,
          maxWeight    = 1.0;
    
      return this.grid.smoothness() * smoothWeight
           + this.grid.monotonicity2() * mono2Weight
           + Math.log(emptyCells) * emptyWeight
           + this.grid.maxValue() * maxWeight;
    };
    
    //AI.prototype.cache = {}
    
    // alpha-beta depth first search
    AI.prototype.search = function(depth, alpha, beta, positions, cutoffs) {
      var bestScore;
      var bestMove = -1;
      var result;
    
      // the maxing player
      if (this.grid.playerTurn) {
        bestScore = alpha;
        for (var direction in [0, 1, 2, 3]) {
          var newGrid = this.grid.clone();
          if (newGrid.move(direction).moved) {
            positions++;
            if (newGrid.isWin()) {
              return { move: direction, score: 10000, positions: positions, cutoffs: cutoffs };
            }
            var newAI = new AI(newGrid);
    
            if (depth == 0) {
              result = { move: direction, score: newAI.eval() };
            } else {
              result = newAI.search(depth-1, bestScore, beta, positions, cutoffs);
              if (result.score > 9900) { // win
                result.score--; // to slightly penalize higher depth from win
              }
              positions = result.positions;
              cutoffs = result.cutoffs;
            }
    
            if (result.score > bestScore) {
              bestScore = result.score;
              bestMove = direction;
            }
            if (bestScore > beta) {
              cutoffs++
              return { move: bestMove, score: beta, positions: positions, cutoffs: cutoffs };
            }
          }
        }
      }
    
      else { // computer's turn, we'll do heavy pruning to keep the branching factor low
        bestScore = beta;
    
        // try a 2 and 4 in each cell and measure how annoying it is
        // with metrics from eval
        var candidates = [];
        var cells = this.grid.availableCells();
        var scores = { 2: [], 4: [] };
        for (var value in scores) {
          for (var i in cells) {
            scores[value].push(null);
            var cell = cells[i];
            var tile = new Tile(cell, parseInt(value, 10));
            this.grid.insertTile(tile);
            scores[value][i] = -this.grid.smoothness() + this.grid.islands();
            this.grid.removeTile(cell);
          }
        }
    
        // now just pick out the most annoying moves
        var maxScore = Math.max(Math.max.apply(null, scores[2]), Math.max.apply(null, scores[4]));
        for (var value in scores) { // 2 and 4
          for (var i=0; i<scores[value].length; i++) {
            if (scores[value][i] == maxScore) {
              candidates.push( { position: cells[i], value: parseInt(value, 10) } );
            }
          }
        }
    
        // search on each candidate
        for (var i=0; i<candidates.length; i++) {
          var position = candidates[i].position;
          var value = candidates[i].value;
          var newGrid = this.grid.clone();
          var tile = new Tile(position, value);
          newGrid.insertTile(tile);
          newGrid.playerTurn = true;
          positions++;
          newAI = new AI(newGrid);
          result = newAI.search(depth, alpha, bestScore, positions, cutoffs);
          positions = result.positions;
          cutoffs = result.cutoffs;
    
          if (result.score < bestScore) {
            bestScore = result.score;
          }
          if (bestScore < alpha) {
            cutoffs++;
            return { move: null, score: alpha, positions: positions, cutoffs: cutoffs };
          }
        }
      }
    
      return { move: bestMove, score: bestScore, positions: positions, cutoffs: cutoffs };
    }
    
    // performs a search and returns the best move
    AI.prototype.getBest = function() {
      return this.iterativeDeep();
    }
    
    // performs iterative deepening over the alpha-beta search
    AI.prototype.iterativeDeep = function() {
      var start = (new Date()).getTime();
      var depth = 0;
      var best;
      do {
        var newBest = this.search(depth, -10000, 10000, 0 ,0);
        if (newBest.move == -1) {
          //console.log('BREAKING EARLY');
          break;
        } else {
          best = newBest;
        }
        depth++;
      } while ( (new Date()).getTime() - start < minSearchTime);
      //console.log('depth', --depth);
      //console.log(this.translate(best.move));
      //console.log(best);
      return best
    }
    
    AI.prototype.translate = function(move) {
     return {
        0: 'up',
        1: 'right',
        2: 'down',
        3: 'left'
      }[move];
    }
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  • 原文地址:https://www.cnblogs.com/ryuasuka/p/3611839.html
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