- 這個就是AI的主要部分,實現原理是枚舉當前棋盤狀況下的所有可走棋步然后隨機輸出一個棋步,
- 因為沒有任何其他的判斷所以是很原始的AI,象棋NB的童鞋可在此基礎上加上更多的判斷技巧使
- 它顯的更智能。
- package xq;
- import java.util.ArrayList;//引入相關包
- import java.util.List;
- /**
- *
- * 該類是象棋的規則類,其他類通過調用canMove方法給出起始位置與結束位置
- * 其他類通過調用searchAGoodMove方法得到最當然棋局最好的走法
- * 而其中的allPossibleMoves方法得到的是當前棋局的所有的走法
- *
- */
- public class GuiZe {
- boolean isRedGo = false;//是不是紅方走棋
- public boolean canMove(int[][] qizi, int fromX ,int fromY, int toX, int toY ){
- int i = 0;
- int j = 0;
- int moveChessID;//起始位置是什么棋子
- int targetID;//目的地是什么棋子或空地
- if(toX<0){//當左邊出界時
- return false;
- }
- if(toX>8){//當右邊出界時
- return false;
- }
- if(toY<0){//當上邊出界時
- return false;
- }
- if(toY>9){//當下邊出界時
- return false;
- }
- if(fromX==toX && fromY==toY){//目的地與出發點相同,
- return false;
- }
- moveChessID = qizi[fromY][fromX];//得到起始棋子
- targetID = qizi[toY][toX];//得帶終點棋子
- if(isSameSide(moveChessID,targetID)){//如果是同一陣營的
- return false;
- }
- switch(moveChessID){
- case 1://黑帥
- if(toY>2||toX<3||toX>5){//出了九宮格
- return false;
- }
- if((Math.abs(fromY-toY)+Math.abs(toX-fromX))>1){//只能走一步
- return false;
- }
- break;
- case 5://黑士
- if(toY>2||toX<3||toX>5){//出了九宮格
- return false;
- }
- if(Math.abs(fromY-toY) != 1 || Math.abs(toX-fromX) != 1){//走斜線
- return false;
- }
- break;
- case 6://黑象
- if(toY>4){//不能過河
- return false;
- }
- if(Math.abs(fromX-toX) != 2 || Math.abs(fromY-toY) != 2){//相走“田”字
- return false;
- }
- if(qizi[(fromY+toY)/2][(fromX+toX)/2] != 0){
- return false;//相眼處有棋子
- }
- break;
- case 7://黑兵
- if(toY < fromY){//不能回頭
- return false;
- }
- if(fromY<5 && fromY == toY){//過河前只能直走
- return false;
- }
- if(toY - fromY + Math.abs(toX-fromX) > 1){//只能走一步,并且是直線
- return false;
- }
- break;
- case 8://紅將
- if(toY<7||toX>5||toX<3){//出了九宮格
- return false;
- }
- if((Math.abs(fromY-toY)+Math.abs(toX-fromX))>1){//只能走一步
- return false;
- }
- break;
- case 2://黑車
- case 9://紅車
- if(fromY != toY && fromX != toX){//只能走直線
- return false;
- }
- if(fromY == toY){//走橫線
- if(fromX < toX){//向右走
- for(i = fromX + 1; i < toX; i++){//循環
- if(qizi[fromY][i] != 0){
- return false;//返回false
- }
- }
- }
- else{//向左走
- for(i = toX + 1; i < fromX; i++){//循環
- if(qizi[fromY][i] != 0){
- return false;//返回false
- }
- }
- }
- }
- else{//走的是豎線
- if(fromY < toY){//向右走
- for(j = fromY + 1; j < toY; j++){
- if(qizi[j][fromX] != 0)
- return false;//返回false
- }
- }
- else{//想左走
- for(j= toY + 1; j < fromY; j++){
- if(qizi[j][fromX] != 0)
- return false;//返回false
- }
- }
- }
- break;
- case 10://紅馬
- case 3://黑馬
- if(!((Math.abs(toX-fromX)==1 && Math.abs(toY-fromY)==2)
- || (Math.abs(toX-fromX)==2 && Math.abs(toY-fromY)==1))){
- return false;//馬走的不是日字時
- }
- if(toX-fromX==2){//向右走
- i=fromX+1;//移動
- j=fromY;
- }
- else if(fromX-toX==2){//向左走
- i=fromX-1;//移動
- j=fromY;
- }
- else if(toY-fromY==2){//向下走
- i=fromX;//移動
- j=fromY+1;
- }
- else if(fromY-toY==2){//向上走
- i=fromX;//移動
- j=fromY-1;
- }
- if(qizi[j][i] != 0)
- return false;//絆馬腿
- break;
- case 11://紅砲
- case 4://黑炮
- if(fromY!=toY && fromX!=toX){//炮走直線
- return false;//返回false
- }
- if(qizi[toY][toX] == 0){//不吃子時
- if(fromY == toY){//橫線
- if(fromX < toX){//想右走
- for(i = fromX + 1; i < toX; i++){
- if(qizi[fromY][i] != 0){
- return false;//返回false
- }
- }
- }
- else{//向走走
- for(i = toX + 1; i < fromX; i++){
- if(qizi[fromY][i]!=0){
- return false;//返回false
- }
- }
- }
- }
- else{//豎線
- if(fromY < toY){//向下走
- for(j = fromY + 1; j < toY; j++){
- if(qizi[j][fromX] != 0){
- return false;//返回false
- }
- }
- }
- else{//向上走
- for(j = toY + 1; j < fromY; j++){
- if(qizi[j][fromX] != 0){
- return false;//返回false
- }
- }
- }
- }
- }
- else{//吃子時
- int count=0;
- if(fromY == toY){//走的是橫線
- if(fromX < toX){//向右走
- for(i=fromX+1;i<toX;i++){
- if(qizi[fromY][i]!=0){
- count++;
- }
- }
- if(count != 1){
- return false;//返回false
- }
- }
- else{//向左走
- for(i=toX+1;i<fromX;i++){
- if(qizi[fromY][i] != 0){
- count++;
- }
- }
- if(count!=1){
- return false;//返回false
- }
- }
- }
- else{//走的是豎線
- if(fromY<toY){//向下走
- for(j=fromY+1;j<toY;j++){
- if(qizi[j][fromX]!=0){
- count++;//返回false
- }
- }
- if(count!=1){
- return false;//返回false
- }
- }
- else{//向上走
- for(j=toY+1;j<fromY;j++){
- if(qizi[j][fromX] != 0){
- count++;//返回false
- }
- }
- if(count!=1){
- return false;//返回false
- }
- }
- }
- }
- break;
- case 12://紅仕
- if(toY<7||toX>5||toX<3){//出了九宮格
- return false;
- }
- if(Math.abs(fromY-toY) != 1 || Math.abs(toX-fromX) != 1){//走斜線
- return false;
- }
- break;
- case 13://紅相
- if(toY<5){//不能過河
- return false;//返回false
- }
- if(Math.abs(fromX-toX) != 2 || Math.abs(fromY-toY) != 2){//相走“田”字
- return false;//返回false
- }
- if(qizi[(fromY+toY)/2][(fromX+toX)/2] != 0){
- return false;//相眼處有棋子
- }
- break;
- case 14://紅卒
- if(toY > fromY){//不能回頭
- return false;
- }
- if(fromY > 4 && fromY == toY){
- return false;//不讓走
- }
- if(fromY - toY + Math.abs(toX - fromX) > 1){//只能走一步,并且是直線
- return false;//返回false不讓走
- }
- break;
- default:
- return false;
- }
- return true;
- }
- /**
- *
- * 電腦是通過該方法得到當前棋局最好的走法
- */
- public ChessMove searchAGoodMove(int[][] qizi){//查詢一個好的走法
- List<ChessMove> ret = allPossibleMoves(qizi);//產生所有走法
- try {
- Thread.sleep(2000);//睡眠四秒鐘,以便調試
- } catch (InterruptedException e) {//捕獲異常
- e.printStackTrace();//打印堆棧信息
- }
- return ret.get((int)(Math.random()*ret.size()));
- }
- public List<ChessMove> allPossibleMoves(int qizi[][]){//產生所有可能的走法
- List<ChessMove> ret = new ArrayList<ChessMove>();//用來裝所有可能的走法
- for (int y = 0; y < 10; y++){
- for (int x = 0; x < 9; x++){//循環所有的棋牌位置
- int chessman = qizi[y][x];
- if (chessman != 0){//當次位置不為空時,即有棋子時
- if(chessman > 7){//是紅方,即是玩家棋子時跳過
- continue;
- }
- switch (chessman){
- case 1://黑帥
- if(canMove(qizi, x, y, x, y+1)){//向下走一格
- ret.add(new ChessMove(chessman, x, y, x, y+1, 0));
- }
- if(canMove(qizi, x, y, x, y-1)){//向上走一格
- ret.add(new ChessMove(chessman, x, y, x, y-1, 0));
- }
- if(canMove(qizi, x, y, x+1, y)){//向左走一格
- ret.add(new ChessMove(chessman, x, y, x+1, y, 0));
- }
- if(canMove(qizi, x, y, x-1, y)){//向右走一格
- ret.add(new ChessMove(chessman, x, y, x-1, y, 0));
- }
- break;
- case 5://黑士
- case 12://紅仕
- if(canMove(qizi, x, y, x-1, y+1)){//左下走
- ret.add(new ChessMove(chessman, x, y, x-1, y+1, 1));
- }
- if(canMove(qizi, x, y, x-1, y-1)){//左上走
- ret.add(new ChessMove(chessman, x, y, x-1, y-1, 1));
- }
- if(canMove(qizi, x, y, x+1, y+1)){//右下走
- ret.add(new ChessMove(chessman, x, y, x+1, y+1, 1));
- }
- if(canMove(qizi, x, y, x+1, y-1)){//右上走
- ret.add(new ChessMove(chessman, x, y, x+1, y-1, 1));
- }
- break;
- case 6://黑象
- case 13://紅相
- if(canMove(qizi, x, y, x-2, y+2)){//左上走
- ret.add(new ChessMove(chessman, x, y, x-2, y+2, 1));
- }
- if(canMove(qizi, x, y, x-2, y-2)){//左下走
- ret.add(new ChessMove(chessman, x, y, x-2, y-2, 1));
- }
- if(canMove(qizi, x, y, x+2, y+2)){//右下走
- ret.add(new ChessMove(chessman, x, y, x+2, y+2, 1));
- }
- if(canMove(qizi, x, y, x+2, y-2)){//右上走
- ret.add(new ChessMove(chessman, x, y, x+2, y-2, 1));
- }
- break;
- case 7://黑兵
- if(canMove(qizi, x, y, x, y+1)){//直走
- ret.add(new ChessMove(chessman, x, y, x, y+1, 2));
- }
- if(y >= 5){//過河了
- if (canMove(qizi, x, y, x - 1, y)) {//過河后向左走
- ret.add(new ChessMove(chessman, x, y, x - 1, y, 2));
- }
- if (canMove(qizi, x, y, x + 1, y)) {//過河走向右走
- ret.add(new ChessMove(chessman, x, y, x + 1, y, 2));
- }
- }
- break;
- case 14://紅兵
- if(canMove(qizi, x, y, x, y-1)){//向前走
- ret.add(new ChessMove(chessman, x, y, x, y-1, 2));
- }
- if(y <=4 ){//過河了
- if (canMove(qizi, x, y, x - 1, y)) {//過河后向左走
- ret.add(new ChessMove(chessman, x, y, x - 1, y, 2));
- }
- if (canMove(qizi, x, y, x + 1, y)) {//過河走向右走
- ret.add(new ChessMove(chessman, x, y, x + 1, y, 2));
- }
- }
- break;
- case 8://紅將
- if(canMove(qizi, x, y, x, y+1)){//向下走一格
- ret.add(new ChessMove(chessman, x, y, x, y+1, 0));
- }
- if(canMove(qizi, x, y, x, y-1)){//向上走一格
- ret.add(new ChessMove(chessman, x, y, x, y-1, 0));
- }
- if(canMove(qizi, x, y, x+1, y)){//向右走一格
- ret.add(new ChessMove(chessman, x, y, x+1, y, 0));
- }
- if(canMove(qizi, x, y, x-1, y)){//向左走一格
- ret.add(new ChessMove(chessman, x, y, x-1, y, 0));
- }
- break;
- case 2://黑車
- case 9://紅車
- for(int i=y+1; i<10; i++){//向下走
- if(canMove(qizi, x, y, x, i)){ //可以走時
- ret.add(new ChessMove(chessman, x, y, x, i, 0));
- }else{//不可以走時直接 break
- break;
- }
- }
- for(int i=y-1; i>-1; i++){//向上走
- if(canMove(qizi, x, y, x, i)){//可以走時
- ret.add(new ChessMove(chessman, x, y, x, i, 0));
- }else{//不可以走時
- break;
- }
- }
- for(int j=x-1; j>-1; j++){//向走走
- if(canMove(qizi, x, y, j, y)){//可以走時
- ret.add(new ChessMove(chessman, x, y, j, y, 0));
- }else{//不可以走時
- break;
- }
- }
- for(int j=x+1; j<9; j++){//向右走
- if(canMove(qizi, x, y, j, y)){//可以走時
- ret.add(new ChessMove(chessman, x, y, j, y, 0));
- }else{//不可以走時
- break;
- }
- }
- break;
- case 10://紅馬
- case 3://黑馬
- if(canMove(qizi, x, y, x-1, y-2)){//向上左走“日”字
- ret.add(new ChessMove(chessman, x, y, x-1, y-2, 0));
- }
- if(canMove(qizi, x, y, x-1, y+2)){//向下走“日”字
- ret.add(new ChessMove(chessman, x, y, x-1, y+2, 0));
- }
- if(canMove(qizi, x, y, x+1, y-2)){//向上右走“日”字
- ret.add(new ChessMove(chessman, x, y, x+1, y-2, 0));
- }
- if(canMove(qizi, x, y, x+1, y+2)){//向下右走“日”字
- ret.add(new ChessMove(chessman, x, y, x+1, y+2, 0));
- }
- if(canMove(qizi, x, y, x-2, y-1)){//向上右走“日”字
- ret.add(new ChessMove(chessman, x, y, x-2, y-1, 0));
- }
- if(canMove(qizi, x, y, x-2, y+1)){//向下右走“日”字
- ret.add(new ChessMove(chessman, x, y, x-2, y+1, 0));
- }
- if(canMove(qizi, x, y, x+2, y-1)){//向上右走“日”字
- ret.add(new ChessMove(chessman, x, y, x+2, y-1, 0));
- }
- if(canMove(qizi, x, y, x+2, y+1)){//向下右走“日”字
- ret.add(new ChessMove(chessman, x, y, x+2, y+1, 0));
- }
- break;
- case 11://紅砲
- case 4://黑炮
- for(int i=y+1; i<10; i++){//向下走時
- if(canMove(qizi, x, y, x, i)){//當可以走時
- ret.add(new ChessMove(chessman, x, y, x, i, 0));
- }
- }
- for(int i=y-1; i>-1; i--){//向上走時
- if(canMove(qizi, x, y, x, i)){//當可以走時
- ret.add(new ChessMove(chessman, x, y, x, i, 0));
- }
- }
- for(int j=x-1; j>-1; j--){//向左走時
- if(canMove(qizi, x, y, j, y)){//當可以走時
- ret.add(new ChessMove(chessman, x, y, j, y, 0));
- }
- }
- for(int j=x+1; j<9; j++){//向右走時
- if(canMove(qizi, x, y, j, y)){//當可以走時
- ret.add(new ChessMove(chessman, x, y, j, y, 0));
- }
- }
- break;
- }
- }
- }
- }
- return ret.isEmpty() ? null : ret;//當ret中沒有走法時,返回空,有時返回ret
- }
- public boolean isSameSide(int moveChessID, int targetID){//判斷兩個子是否為同一陣營
- if(targetID == 0){// 當目標地位空地時
- return false;
- }
- if(moveChessID>7&&targetID>7){//當都為紅色棋子時
- return true;
- }
- else if(moveChessID<=7&&targetID<=7){//都為黑色棋子時
- return true;
- }
- else{//其他情況
- return false;
- }
- }
- }
復制代碼
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