AI中国象棋(附详细解释和源码)
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AI中国象棋核心就是:博弈;引申为:在一定的条件下,遵守一定的规则,一个或几个拥有绝对理想思维的团队,从各自允许选择的行为或策略经行选择并加以实施。
博弈问题一般有三个要素:局中人,规则,策略这里的三个要素分别对应象棋中的棋手、象棋规则以及棋术,有五个方面的内容:第一,博弈的参加者,即博弈过程中独立决策,独立承担后果的个人或者组织(本文局中人是棋手);第二,博弈信息,即博弈者所掌握的对选择策略有帮助的情报资料(本文就是两位棋手都知道对面的走的棋,因为棋盘都是公开透明);第三:博弈方可选择的全部行为或策略的集合(中国象棋每一步有50-70种走法,而平均30+回合即可决出胜负);第四:博弈的次序,即博弈参加者做出策略选择的先后(通俗点就是棋手是马吃炮,还是车吃马之间的选择);第五:博弈方的收益,即各博弈方做出的决策选择后的所得和所示(棋手最后是赢了还是输了或者平局)。
下面我们结合结果以及代码给大家进行详细解释:
评价一个AI中国象棋的好坏主要看它的棋力,经过测试这款AI中国象棋可以战胜90%的象棋玩家,总体效果来说还勉强过得去吧。而一个棋力的好坏,主要看算法,这里用到的算法是决策树,大致的步骤就是(1)取得棋盘上的所有走法;(2)搜索所有走法的分支;(3)评估每个分支。
(1)取得棋盘上的所有分支,主要是根据象棋的规则来的
package com.pj.chess; import static com.pj.chess.ChessConstant.*; import static com.pj.chess.Tools.*; import java.io.BufferedInputStream; import java.io.BufferedReader; import java.io.File; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.FileOutputStream; import java.io.FileReader; import java.io.IOException; import java.io.ObjectInputStream; import java.io.ObjectOutputStream; import java.util.Random; import com.pj.chess.chessmove.ChessMovePlay; import com.pj.chess.chessmove.ChessQuiescMove; import com.pj.chess.chessmove.MoveNode; import com.pj.chess.chessparam.ChessParam; import com.pj.chess.evaluate.EvaluateCompute; import com.pj.chess.evaluate.EvaluateComputeMiddle; import com.pj.chess.zobrist.TranspositionTable; import static com.pj.chess.chessmove.ChessQuiescMove.*; /** * @author pengjiu * 棋子棋盘初始化操作 * 棋子的着法预生成 */ public class ChessInitialize { //马着法预生成数组 int[][] knightMove=new int[BOARDSIZE90][8]; //马着法拌腿位置预生成数组 int[][] horseLeg=new int[BOARDSIZE90][8]; //象着法预生成数组 int[][] elephantMove=new int[BOARDSIZE90][4]; //象着法拌腿位置预生成数组 int[][] elephantLeg=new int[BOARDSIZE90][4]; //兵着法预生成数组 int[][][] soldierMove=new int[2][BOARDSIZE90][3]; //车吃子着法预生成数组 int[][][] chariotMoveRowEat=new int[9][512][2];//行(上下) int[][][] chariotMoveColEat=new int[10][1024][2]; //列(左右) //车炮不吃子着法预生成数组 int[][][] move_chariotGunRowNop=new int[9][512][9];//行(上下)不吃子是有多个情况 int[][][] move_chariotGunColNop=new int[10][1024][10]; //列(左右) //炮吃子着法预生成数组 int[][][] gunMoveRowEat=new int[9][512][2];//行(上下) int[][][] gunMoveColEat=new int[10][1024][2]; //列(左右) //炮伪攻击位置 int[][][] gunFackAttackRow=new int[9][512][9];//行(上下) int[][][] gunFackAttackCol=new int[10][1024][10]; //列(左右) //炮隔多子所能攻击到的位置 int[][][] gunMoreRestAttackRow=new int[9][512][9];//行(上下) int[][][] gunMoreRestAttackCol=new int[10][1024][10]; //列(左右) public static ChessParam getGlobalChessParam(int[] boardTemp ){ int[] board = new int[BOARDSIZE90]; int[] chesses = new int[48]; for (int i = 0; i < board.length; i++) { board[i] = -1; } for (int i = 0; i < chesses.length; i++) { chesses[i] = -1; } BitBoard[] chessBitBoardRole = new BitBoard[15]; for (int i = 0; i < chessBitBoardRole.length; i++) { chessBitBoardRole[i] = new BitBoard(); } ChessParam chessParamCont = new ChessParam(board, chesses, new int[2], new int[10], new int[9], new int[15], new BitBoard(), new BitBoard[] { new BitBoard(), new BitBoard() }, chessBitBoardRole); for(int i=0;i<boardTemp.length;i++){ if(boardTemp[i]>0){ int destSite=i; int chess=boardTemp[i]; chessParamCont.board[destSite]=chess; chessParamCont.allChess[chess]=destSite; int destRow = boardRow[destSite]; int destCol = boardCol[destSite]; chessParamCont.boardBitRow[destRow]|=(1<<(8-destCol)); chessParamCont.boardBitCol[destCol]|=(1<<(9-destRow)); } } chessParamCont.initChessBaseScoreAndNum(); TranspositionTable.genStaticZobrist32And64OfBoard(chessParamCont.board); return chessParamCont; } static{ // 位棋盘的初始 for (int i = 0; i < MaskChesses.length; i++) { MaskChesses[i] = new BitBoard(i); } new ChessInitialize(); } private ChessInitialize(){ //马不考虑别腿的位棋盘 initBitBoard(KnightBitBoards); //马别腿的位子 initBitBoard(KnightLegBitBoards); //马象攻击生成 initBitBoard(KnightBitBoardOfAttackLimit); initBitBoard(ElephanBitBoardOfAttackLimit); cleanEmpty(knightMove); cleanEmpty(horseLeg); cleanEmpty(elephantMove); cleanEmpty(elephantLeg); cleanEmpty(soldierMove); cleanEmpty(gunFackAttackRow); cleanEmpty(gunFackAttackCol); cleanEmpty(gunMoreRestAttackRow); cleanEmpty(gunMoreRestAttackCol); //初始马的着法 initKnightMove(); //初始象的着法 initElephantMove(); //初始卒的着法 initSoldier(); //初始不吃子车炮对应所有行着法 this.initChariotGunVariedMove(cleanEmpty(move_chariotGunRowNop), 0, 0,false); //初始不吃子车炮对应所有列着法 this.initChariotGunVariedMove(cleanEmpty(move_chariotGunColNop), 1, 0,false); //初始炮吃子对应所有行着法 this.initChariotGunVariedMove(cleanEmpty(gunMoveRowEat), 0, 1,true); //初始炮吃子对应所有列着法 this.initChariotGunVariedMove(cleanEmpty(gunMoveColEat), 1, 1,true); //车吃子 (行) this.initChariotGunVariedMove(cleanEmpty(chariotMoveRowEat), 0, 0,true); //车吃子 (列) this.initChariotGunVariedMove(cleanEmpty(chariotMoveColEat), 1, 0,true); /******炮伪攻击位置*******/ initGunFackEatMove(gunFackAttackRow,0); initGunFackEatMove(gunFackAttackCol,1); //炮隔多子能攻击到的位置 this.initChariotGunVariedMove(gunMoreRestAttackRow, 0, 2,true); this.initChariotGunVariedMove(gunMoreRestAttackCol, 1, 2,true); //生成置换表 // genBoardZobrist(); //生成基础分 和 棋子数量 //预生成所有位棋盘 preAllBitBoard(); } private void preAllBitBoard() { // 马 考虑别腿所能攻击到的位置 preBitBoardAttack(knightMove, horseLeg, KnightBitBoardOfAttackLimit, 0); // 象 考虑别腿所能攻击到的位置 preBitBoardAttack(elephantMove, elephantLeg, ElephanBitBoardOfAttackLimit, 1); // 车炮不吃子的情况 行 preGunAndChariotBitBoardAttack(move_chariotGunRowNop, MoveChariotOrGunBitBoardRow, 0); // 车炮不吃子的情况 列 preGunAndChariotBitBoardAttack(move_chariotGunColNop, MoveChariotOrGunBitBoardCol, 1); // 车吃子情况 行 preGunAndChariotBitBoardAttack(chariotMoveRowEat, ChariotBitBoardOfAttackRow, 0); // 车吃子情况 列 preGunAndChariotBitBoardAttack(chariotMoveColEat, ChariotBitBoardOfAttackCol, 1); // 炮吃子情况 行 preGunAndChariotBitBoardAttack(gunMoveRowEat, GunBitBoardOfAttackRow, 0); // 炮吃子情况 列 preGunAndChariotBitBoardAttack(gunMoveColEat, GunBitBoardOfAttackCol, 1); // 生成将的位棋盘 preBitBoardKingMove(KingBitBoard); // 生成士的位棋盘 preBitBoardGuardMove(GuardBitBoard); // 卒将军的棋盘 preKingCheckedSoldierBitBoards(KingCheckedSoldierBitBoards); //炮伪攻击位置 preGunAndChariotBitBoardAttack(gunFackAttackRow, GunBitBoardOfFakeAttackRow, 0); preGunAndChariotBitBoardAttack(gunFackAttackCol, GunBitBoardOfFakeAttackCol, 1); //车炮的机动性 preGunAndChariotMobility(MoveChariotOrGunBitBoardRow,ChariotAndGunMobilityRow); preGunAndChariotMobility(MoveChariotOrGunBitBoardCol,ChariotAndGunMobilityCol); // 炮隔多子吃子情况 行 preGunAndChariotBitBoardAttack(gunMoreRestAttackRow, GunBitBoardOfMoreRestAttackRow, 0); // 炮隔多子吃子情况 列 preGunAndChariotBitBoardAttack(gunMoreRestAttackCol, GunBitBoardOfMoreRestAttackCol, 1); //加载开局库 // loadBook(); } private void preKingCheckedSoldierBitBoards(BitBoard[] bitBoard){ for(int i=0;i<bitBoard.length;i++){ bitBoard[i]=new BitBoard(KnightLegBitBoards[i]); if(bitBoard[i].Count()==4){ if(i<45){ bitBoard[i].assignXor(new BitBoard(i-9)); }else{ bitBoard[i].assignXor(new BitBoard(i+9)); } } } } /** * 初始马的着法预生成数组 */ private void initKnightMove(){ int[] cnKnightMoveTab=new int[]{-0x21, -0x1f, -0x12, -0x0e, +0x0e, +0x12, +0x1f, +0x21}; int[] cnHorseLegTab=new int[]{-0x10, -0x10, -0x01, +0x01, -0x01, +0x01, +0x10, +0x10}; for(int site=0;site<255;site++){ if(isBoardTo255(site)){ int z=0; for(int j=0;j<cnKnightMoveTab.length;j++){ int _tKnight=site+cnKnightMoveTab[j]; int _tHorseLeg=site+cnHorseLegTab[j]; if(isBoardTo255(_tKnight) && isBoardTo255(_tHorseLeg)){ int siteTo90=boardMap[site]; int _tKnightTo90=boardMap[_tKnight]; int _tHorseLegTo90=boardMap[_tHorseLeg]; knightMove[siteTo90][z]=_tKnightTo90; horseLeg[siteTo90][z]=_tHorseLegTo90; z++; if(KnightBitBoards[siteTo90]==null){ KnightBitBoards[siteTo90]=new BitBoard(); } if(KnightLegBitBoards[siteTo90]==null){ KnightLegBitBoards[siteTo90]=new BitBoard(); } //马的位棋盘 KnightBitBoards[siteTo90].assignOr(new BitBoard(_tKnightTo90)); KnightLegBitBoards[siteTo90].assignOr(new BitBoard(_tHorseLegTo90)); } } } } } /** * 初始象的着法预生成数组 */ public void initElephantMove(){ int[] cnElephantMoveTab=new int[]{-0x22, -0x1e,+0x1e, +0x22}; int[] cnElephantLegTab=new int[]{-0x11, -0xf,+0xf, +0x11}; for(int site=0;site<255;site++){ if(isBoardTo255(site)){ int z=0; int[] _tElephantMoveTab=cnElephantMoveTab; int[] _tElephantLegTab=cnElephantLegTab; //黑象到达楚汉边界重置其着法表不允许地河 if(site/16==7 || site/16==6){ _tElephantMoveTab=new int[]{-0x22, -0x1e}; _tElephantLegTab=new int[]{-0x11, -0xf}; //红象到达楚汉边界重置其着法表不允许地河 }else if(site/16==8 || site/16==9){ _tElephantMoveTab=new int[]{+0x1e, +0x22}; _tElephantLegTab=new int[]{+0xf, +0x11}; } for(int j=0;j<_tElephantMoveTab.length;j++){ int _tElephant=site+_tElephantMoveTab[j]; int _tElephantLeg=site+_tElephantLegTab[j]; if(isBoardTo255(_tElephant) && isBoardTo255(_tElephantLeg)){ int siteTo90=boardMap[site]; int _tElephant_90=boardMap[_tElephant]; int _tElephantLeg_90=boardMap[_tElephantLeg]; elephantMove[siteTo90][z]=_tElephant_90; elephantLeg[siteTo90][z]=_tElephantLeg_90; if(ElephanLegBitBoards[siteTo90]==null){ ElephanLegBitBoards[siteTo90]=new BitBoard(); } //象被塞眼的位棋盘 ElephanLegBitBoards[siteTo90].assignXor(MaskChesses[_tElephantLeg_90]); z++; } } } } } /** * 初始兵的着法预生成数组 */ private void initSoldier() { int[] _tSoldierMoveTab = null; for (int i = 0; i < soldierMove.length; i++) for (int site = 0; site < 255; site++) { if (isBoardTo255(site)) { int z = 0; if(i==BLACKPLAYSIGN){ //黑方兵以经过界 if (site/16 >7) { _tSoldierMoveTab=new int[]{+0x10,-0x01,+0x01}; }else{ _tSoldierMoveTab=new int[]{+0x10}; } }else if(i==REDPLAYSIGN){ //红方兵以经过界 if(site/16<8){ _tSoldierMoveTab=new int[]{-0x10,-0x01,+0x01}; }else{ _tSoldierMoveTab=new int[]{-0x10}; } } for (int j = 0; j < _tSoldierMoveTab.length; j++) { int _tSoldier = site + _tSoldierMoveTab[j]; if (isBoardTo255(_tSoldier)) { int siteTo90=boardMap[site]; int _tSoldier90=boardMap[_tSoldier]; soldierMove[i][siteTo90][z] =_tSoldier90; if(SoldiersBitBoard[i][siteTo90]==null){ SoldiersBitBoard[i][siteTo90]=new BitBoard(); } //兵所能攻击到的位棋盘 SoldiersBitBoard[i][siteTo90].assignOr(MaskChesses[_tSoldier90]); z++; } } } } } /** *@author pengjiu *@date:Sep 23, 2011 1:44:24 PM * 功能:车炮吃子与不吃子 *@param moveEat 数组 *@param direction 方向 *@param handicapNum 中间间隔棋子数 *@param isEat 是否吃子 true false */ private void initChariotGunVariedMove(int [][][] moveEat,int direction,int handicapNum,boolean isEat){ int num=moveEat.length-1; int sort=moveEat[0].length; for(int i=0;i<=num;i++){ int site=1<<i;//所在位置 for(int j=0;j<=sort;j++){ if(((j & site)>0)){ if(isEat && j==site){ //吃子自己不能算进去 continue; } int isHandicap=0; int eatIndex=0; //向左(上)取值 for(int n=i+1;n<=num;n++){ int _tSite=1<<n; if (isEat) { if((j & _tSite) > 0){ if (isHandicap <handicapNum) { isHandicap ++; } else { if (direction == 0) { moveEat[num - i][j][eatIndex++] = (num - n); } else { moveEat[num - i][j][eatIndex++] = (num - n) * 9; } break; } } }else{ if((j & _tSite)==0 ){ if(direction==0){ moveEat[num-i][j][eatIndex++]=(num-n); }else{ moveEat[num-i][j][eatIndex++]=(num-n)*9; } }else if((j & _tSite)>0 ){ break; } } } isHandicap=0; //向右(下)取值 for(int n=i-1;n>=0;n--){ int _tSite=1<<n; if (isEat) { if((j & _tSite)>0 ){ if(isHandicap<handicapNum){ isHandicap++; }else{ if(direction==0){ moveEat[num-i][j][eatIndex++]=(num-n); }else{ moveEat[num-i][j][eatIndex++]=(num-n)*9; } break; } } }else{ if((j & _tSite)==0 ){ if(direction==0){ moveEat[num-i][j][eatIndex++]=(num-n); }else{ moveEat[num-i][j][eatIndex++]=(num-n)*9; } }else if((j & _tSite)>0 ){ break; } } } } } } } /* * 生成32位64位 唯一随机数 */ // private void genBoardZobrist(){ // Random random = new Random(); // for(int i=0;i<ChessZobristList64.length;i++){ // for(int j=0;j<ChessZobristList64[i].length;j++){ // ChessZobristList64[i][j]=Math.abs((random.nextLong()<<15)^(random.nextLong()<<30)^(random.nextLong()<<45)^(random.nextLong()<<60)); // ChessZobristList32[i][j]= Math.abs((random.nextInt()<<15)^(random.nextInt()<<30)); // } // } // } private void initChessBaseScoreAndNum(ChessParam chessParamCont){ int[] allChess = chessParamCont.allChess; int[] board = chessParamCont.board; for (int i = 16; i < allChess.length; i++) { if(allChess[i]!=NOTHING){ int site=allChess[i]; int chessRole = chessRoles[board[allChess[i]]]; int play=i < 32?BLACKPLAYSIGN:REDPLAYSIGN; chessParamCont.increaseChessesNum(chessRole); // chessParamCont.baseScore[play]+=EvaluateComputeMiddle.chessBaseScore[i]; // chessParamCont.baseScore[play]+=new EvaluateComputeMiddle(chessParamCont).chessAttachScore(chessRole,allChess[i]); chessParamCont.maskBoardChesses.assignXor(MaskChesses[site]); chessParamCont.maskBoardPersonalChesses[play].assignXor(MaskChesses[site]); chessParamCont.maskBoardPersonalRoleChesses[chessRole].assignXor(MaskChesses[site]); } } } /** *@author pengjiu *@date:Aug 26, 2011 5:09:07 PM * 功能: 生成马 and 象 不别腿所能攻击到的位置 *@param attackBoard 预生成攻击位置 *@param leg 攻击时的别腿位置 *@param attackBoardBit 最终返回的数据 *@param type 0 为马 1为象 */ private void preBitBoardAttack(int[][] attackBoard,int[][]leg,BitBoard[][] attackBoardBit,int type){ for(int i=0;i<ChessConstant.BOARDSIZE90;i++){ //所有别腿去重复后的数组 int[] legSite=removeRepeatArray(leg[i]); //得到此别腿的所有组合情况 KnightBitBoardOfAttackLimit int[][] legSiteComb=getAllLegCombByLeg(legSite); for(int k=0;k<legSiteComb.length;k++){ if(legSiteComb[k][0]==ChessConstant.NOTHING){ break; } BitBoard siteAttBit=new BitBoard(); BitBoard siteLegBit=new BitBoard(); int[] legTemp=leg[i]; for(int n=0;n<legTemp.length && legTemp[n]!=ChessConstant.NOTHING;n++){ boolean isExists=false; for(int j=0;j<legSiteComb[k].length&&legSiteComb[k][j]!=ChessConstant.NOTHING;j++){ //把组合中在legTemp存在的 if(legTemp[n]==legSiteComb[k][j]){ isExists=true;break; } } //设置别腿 if(!isExists){ if(attackBoard[i][n]!=ChessConstant.NOTHING){ siteLegBit.assignOr(MaskChesses[legTemp[n]]); } } //设置不别腿能走到的位置 if(isExists){//在组合中不存在 写入位棋盘 if(attackBoard[i][n]!=ChessConstant.NOTHING){ siteAttBit.assignXor(MaskChesses[attackBoard[i][n]]); } } } if(type==0){ //马 // if(!attackBoardBit[i][siteLegBit.checkSumOfKnight()].isEmpty()){ // System.out.println("==========================马==========================="); // System.out.println(attackBoardBit[i][siteLegBit.checkSumOfKnight()]+" \n 原位置"+i+attackBoardBit[i][siteLegBit.checkSumOfKnight()].checkSumOfKnight()+" 棋子在->"+i); // System.out.println(siteLegBit+" \n 现在位置"+i+siteLegBit.checkSumOfKnight()+" 棋子在->"+i); // System.out.println("====================================================="); // }else { attackBoardBit[i][siteLegBit.checkSumOfKnight()]=siteAttBit; //马的机动性 KnightMobility[i][siteLegBit.checkSumOfKnight()]=siteAttBit.Count(); // } }else{ //象 // if(!attackBoardBit[i][siteLegBit.checkSumOfElephant()].isEmpty()){ // System.out.println("========================象============================="); // System.out.println(attackBoardBit[i][siteLegBit.checkSumOfElephant()]+" \n 原位置"+i+attackBoardBit[i][siteLegBit.checkSumOfElephant()].checkSumOfElephant()+" 棋子在->"+i); // System.out.println(siteLegBit+" \n 现在位置"+i+siteLegBit.checkSumOfElephant()+" 棋子在->"+i); // System.out.println("====================================================="); // }else { attackBoardBit[i][siteLegBit.checkSumOfElephant()]=siteAttBit; // } } } } } //数组中去除重复数据 private int[] removeRepeatArray(int[] array){ int[] duplicate=new int[array.length]; for(int k=0;k<duplicate.length;k++){ duplicate[k]=-1; } for(int i=0;i<array.length;i++){ if(array[i]==ChessConstant.NOTHING){ break; } for(int z=0;z<duplicate.length;z++){ if(duplicate[z]==array[i]){ break; }else if(duplicate[z]==ChessConstant.NOTHING){ duplicate[z]=array[i]; break; } } } return duplicate; } /* * 所有别腿的组合 */ private int[][] getAllLegCombByLeg(int legs[]){ int r[][]=new int[20][4]; for(int i=0;i<r.length;i++ ){ for(int j=0;j<r[i].length;j++ ){ r[i][j]=ChessConstant.NOTHING; } } for(int i=0,b=0;i<legs.length&&legs[i]!=ChessConstant.NOTHING;i++){ String[] result=computCombination(0,legs,i+1); for(int j=0;j<result.length && result[j]!=null;j++){ String[] siteStr=result[j].split(","); for(int m=0;m<siteStr.length;m++){ r[b][m]=Integer.valueOf(siteStr[m]); } if(siteStr.length>0){ b++; } } } return r; } /** *@author pengjiu * index : 数组起始位置 * a : 数组 * num : 从数组后面拿取几位 * 一直拿取到只为0为止 */ private String[] computCombination(int index,int[] a,int num){ String[] value=new String[10]; int b=0; for(int i=index;i<a.length&&a[i]!=ChessConstant.NOTHING;i++){ if(num==1){ value[b++]=a[i]+""; }else{ String[] r=computCombination(i+1,a,num-1); for(int j=0;j<r.length&&r[j]!=null;j++){ value[b++]=a[i]+","+r[j]; } } } return value; } /** *@author pengjiu *@date:Sep 1, 2011 12:43:05 PM * 功能: 车炮机动性能预生成 *@param moveSite *@param mobility */ private void preGunAndChariotMobility(BitBoard[][] moveSite,int[][] mobility){ for(int i=0;i<moveSite.length;i++){ for(int j=0;j<moveSite[i].length;j++){ if(moveSite[i][j]!=null){ // System.out.println(moveSite[i][j].Count()); mobility[i][j]=moveSite[i][j].Count(); } } } } /** @author pengjiu * @param moveSite 需要从之前预生成着法中遍历所有可行着法用来生成位棋盘 * @param bitBoard 生成后赋值的位棋盘 * @param type 0行 1 列 */ private void preGunAndChariotBitBoardAttack(int[][][] moveSite,BitBoard[][] bitBoard,int type){ for(int i=0;i<BOARDSIZE90;i++){ int row = boardRow[i]; int col = boardCol[i]; //moveSite[rowOrCol][行or列的二进制状态][能移动到的位置] int rowOrCol=0; int[][] moveSiteTemp=null; if(type==0){ //行 rowOrCol=row; //因为一行上面要知道他所在的位置所以放入当前棋子所在的一行中的哪一列 moveSiteTemp=moveSite[col]; }else{ //列 rowOrCol=col; moveSiteTemp=moveSite[row]; } for(int j=0;j<moveSiteTemp.length;j++){ bitBoard[i][j]=new BitBoard(); for(int k=0;k<moveSiteTemp[j].length &&moveSiteTemp[j][k]!=NOTHING ;k++){ int site=0; if(type==0){ //行 site=moveSiteTemp[j][k]+rowOrCol*9; }else{ //列 site=moveSiteTemp[j][k]+rowOrCol; } bitBoard[i][j].assignXor(MaskChesses[site]); } } } } /** *@author pengjiu *@date:Aug 29, 2011 12:17:14 PM * 功能: 将的位棋盘生成 *@param bitBoard */ public void preBitBoardKingMove(BitBoard[] bitBoard){ for(int i=0;i<BOARDSIZE90;i++){ int[] _tMove=null; int srcSite=i; switch (srcSite) { case 3: _tMove=new int[]{4,12}; break; case 4: _tMove=new int[]{3,13,5}; break; case 5: _tMove=new int[]{4,14}; break; case 12: _tMove=new int[]{3,13,21}; break; case 13: _tMove=new int[]{12,4,14,22}; break; case 14: _tMove=new int[]{5,13,23}; break; case 21: _tMove=new int[]{12,22}; break; case 22: _tMove=new int[]{21,13,23}; break; case 23: _tMove=new int[]{22,14}; break; case 84: _tMove=new int[]{75,85}; break; case 85: _tMove=new int[]{84,76,86}; break; case 86: _tMove=new int[]{85,77}; break; case 75: _tMove=new int[]{66,84,76}; break; case 76: _tMove=new int[]{85,75,77,67}; break; case 77: _tMove=new int[]{76,68,86}; break; case 66: _tMove=new int[]{75,67}; break; case 67: _tMove=new int[]{66,76,68}; break; case 68: _tMove=new int[]{67,77}; break; } if(_tMove!=null){ bitBoard[i]=new BitBoard(); for(int j=0;j<_tMove.length;j++){ bitBoard[i].assignXor(MaskChesses[_tMove[j]]); } } } } /** *@author pengjiu *@date:Aug 29, 2011 12:25:50 PM * 功能:士位棋盘 *@param bitBoard */ public void preBitBoardGuardMove(BitBoard[] bitBoard){ for(int i=0;i<bitBoard.length;i++){ int[] _tMove=null; int srcSite=i; switch (srcSite) { case 3: _tMove=new int[]{13}; break; case 5: _tMove=new int[]{13}; break; case 13: _tMove=new int[]{3,5,21,23}; break; case 21: _tMove=new int[]{13}; break; case 23: _tMove=new int[]{13}; break; case 84: _tMove=new int[]{76}; break; case 86: _tMove=new int[]{76}; break; case 76: _tMove=new int[]{66,68,84,86}; break; case 66: _tMove=new int[]{76}; break; case 68: _tMove=new int[]{76}; break; } if(_tMove!=null){ bitBoard[i]=new BitBoard(); for(int j=0;j<_tMove.length;j++){ bitBoard[i].assignXor(MaskChesses[_tMove[j]]); } } } } /**初始炮能攻击到的位置 * @param moveEat * @param direction */ private void initGunFackEatMove(int [][][] moveEat,int direction){ int num=moveEat.length-1; int sort=moveEat[0].length; for(int i=0;i<=num;i++){ int site=1<<i;//所在位置 for(int j=0;j<=sort;j++){ if(((j & site)>0) && j!=site){ boolean isEat=false; boolean isHandicap=false; int eatIndex=0; //向左(上)取值 for(int n=i+1;n<=num;n++){ int _tSite=1<<n; if(isEat){ break; } if ((j & _tSite) > 0) { if (isHandicap == false) { isHandicap = true; } else { isEat = true; } } else if (isHandicap) { if (direction == 0) { moveEat[num - i][j][eatIndex++] = (num - n); } else { moveEat[num - i][j][eatIndex++] = (num - n) * 9; } } } isHandicap=false; isEat=false; //向右(下)取值 for(int n=i-1;n>=0;n--){ int _tSite=1<<n; if(isEat){ break; } if((j & _tSite)>0 ){ if(isHandicap==false){ isHandicap=true; }else{ isEat=true; } } else if (isHandicap) { if(direction==0){ moveEat[num-i][j][eatIndex++]=(num-n); }else{ moveEat[num-i][j][eatIndex++]=(num-n)*9; } } } } } } } public void preInCheck(){ } private int[][][] cleanEmpty(int[][][] array){ for(int i=0;i<array.length;i++){ for(int j=0;j<array[i].length;j++){ for(int k=0;k<array[i][j].length;k++){ array[i][j][k]=-1; } } } return array; } public int[][] cleanEmpty(int[][] array){ for(int i=0;i<array.length;i++){ for(int j=0;j<array[i].length;j++){ array[i][j]=-1; } } return array; } public int[] cleanEmpty(int[] array){ for (int j = 0; j < array.length; j++) { array[j] = -1; } return array; } public BitBoard[][] initBitBoard(BitBoard[][] array){ for(int i=0;i<array.length;i++){ for(int j=0;j<array[i].length;j++){ array[i][j]=new BitBoard(); } } return array; } public BitBoard[] initBitBoard(BitBoard[] array){ for(int i=0;i<array.length;i++){ array[i]=new BitBoard(); } return array; } public static void main(String[] args) { } }
(2)评估;这里的评估是动态评估,起初可以给马,车,将等设置一个评估分数,但随着时间、位置等的改变对应的分数也需要发生改变,这里将就列出部分评估的代码吧。
package com.pj.chess.evaluate; import static com.pj.chess.ChessConstant.*; import com.pj.chess.BitBoard; import com.pj.chess.ChessConstant; import com.pj.chess.Tools; import com.pj.chess.chessparam.ChessParam; public abstract class EvaluateCompute { protected ChessParam chessParam ; public abstract int evaluate(int play); public abstract int chessAttachScore(int chessRole, int chessSite); public static int KINGSCORE=3000; public static int CHARIOTSCORE=1300; public static int KNIGHTSCORE=490; public static int GUNSCORE=610; public static int ELEPHANTSCORE=200; public static int GUARDSCORE=200; public static int SOLDIERSCORE=100; //棋子基本分数 public static final int[] chessBaseScore=new int[]{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, KINGSCORE,CHARIOTSCORE,CHARIOTSCORE,KNIGHTSCORE,KNIGHTSCORE,GUNSCORE,GUNSCORE,ELEPHANTSCORE,ELEPHANTSCORE,GUARDSCORE,GUARDSCORE,SOLDIERSCORE,SOLDIERSCORE,SOLDIERSCORE,SOLDIERSCORE,SOLDIERSCORE, KINGSCORE,CHARIOTSCORE,CHARIOTSCORE,KNIGHTSCORE,KNIGHTSCORE,GUNSCORE,GUNSCORE,ELEPHANTSCORE,ELEPHANTSCORE,GUARDSCORE,GUARDSCORE,SOLDIERSCORE,SOLDIERSCORE,SOLDIERSCORE,SOLDIERSCORE,SOLDIERSCORE }; protected BitBoard getMainAttackChessesBitBoad(int play){ BitBoard bitBoard=new BitBoard(chessParam.getBitBoardByPlayRole(play,CHARIOT)); bitBoard=BitBoard.assignXorToNew(chessParam.getBitBoardByPlayRole(play,KNIGHT),bitBoard); bitBoard=BitBoard.assignXorToNew(chessParam.getBitBoardByPlayRole(play,GUN),bitBoard); return bitBoard; } protected BitBoard getDefenseChessesBitBoad(int play){ BitBoard bitBoard=new BitBoard(chessParam.getBitBoardByPlayRole(play,ELEPHANT)); bitBoard=BitBoard.assignXorToNew(chessParam.getBitBoardByPlayRole(play,GUARD),bitBoard); bitBoard=BitBoard.assignXorToNew( chessParam.getBitBoardByPlayRole(play,SOLDIER),bitBoard); return bitBoard; } protected int chessMobility(int chessRole, int srcSite,BitBoard bitBoard){ int mobility=0; int row=chessParam.boardBitRow[boardRow[srcSite]]; int col=chessParam.boardBitCol[boardCol[srcSite]]; switch (chessRole) { //车炮 case REDCHARIOT: case BLACKCHARIOT: case REDGUN: case BLACKGUN: mobility=ChariotAndGunMobilityRow[srcSite][row]+ChariotAndGunMobilityCol[srcSite][col]; break; //马 case REDKNIGHT: case BLACKKNIGHT: BitBoard legBoard = BitBoard.assignAndToNew(KnightLegBitBoards[srcSite],chessParam.maskBoardChesses); BitBoard knightAttackSite = KnightBitBoardOfAttackLimit[srcSite][legBoard.checkSumOfKnight()]; mobility=knightAttackSite.Count()-BitBoard.assignAndToNew(knightAttackSite,bitBoard).Count(); break; case REDKING: case BLACKKING: BitBoard kingMove = BitBoard.assignAndToNew(KingBitBoard[srcSite],chessParam.maskBoardChesses); kingMove.assignXor(KingBitBoard[srcSite]); mobility= kingMove.Count(); break; default : System.out.println("没有这个棋子:"+srcSite); } return mobility; } protected BitBoard chessAllMove(int chessRole, int srcSite, int play) { BitBoard bitBoard=null; switch (chessRole) { case REDCHARIOT: case BLACKCHARIOT: int row=chessParam.boardBitRow[boardRow[srcSite]]; int col=chessParam.boardBitCol[boardCol[srcSite]]; //取出行列能攻击到的位置 bitBoard=BitBoard.assignXorToNew(ChariotBitBoardOfAttackRow[srcSite][row], ChariotBitBoardOfAttackCol[srcSite][col]); bitBoard.assignXor(BitBoard.assignXorToNew(MoveChariotOrGunBitBoardRow[srcSite][row], MoveChariotOrGunBitBoardCol[srcSite][col])); break; case REDKNIGHT: case BLACKKNIGHT: //取出被别马腿的位置 BitBoard legBoard = BitBoard.assignAndToNew(KnightLegBitBoards[srcSite],chessParam.maskBoardChesses); //能走到的位置 bitBoard=new BitBoard(KnightBitBoardOfAttackLimit[srcSite][legBoard.checkSumOfKnight()]); break; case REDGUN: case BLACKGUN: row=chessParam.boardBitRow[boardRow[srcSite]]; col=chessParam.boardBitCol[boardCol[srcSite]]; //取出行列能攻击到的位置 bitBoard=BitBoard.assignXorToNew(GunBitBoardOfAttackRow[srcSite][row], GunBitBoardOfAttackCol[srcSite][col]); //能走到的位置 // bitBoard=BitBoard.assignXorToNew(MoveChariotOrGunBitBoardRow[srcSite][row], MoveChariotOrGunBitBoardCol[srcSite][col]); //炮伪攻击位置 bitBoard.assignXor(BitBoard.assignXorToNew(GunBitBoardOfFakeAttackRow[srcSite][row], GunBitBoardOfFakeAttackCol[srcSite][col])); break; case REDELEPHANT: case BLACKELEPHANT: //取出被塞象眼的位置 legBoard=BitBoard.assignAndToNew(ElephanLegBitBoards[srcSite],chessParam.maskBoardChesses); bitBoard=new BitBoard(ElephanBitBoardOfAttackLimit[srcSite][legBoard.checkSumOfElephant()]); break; case REDKING: case BLACKKING: //将能走到的位置 bitBoard=new BitBoard(KingBitBoard[srcSite]); break; case REDGUARD: case BLACKGUARD: bitBoard=new BitBoard(GuardBitBoard[srcSite]); break; case REDSOLDIER: case BLACKSOLDIER: bitBoard=new BitBoard(SoldiersBitBoard[play][srcSite]); break; default : System.out.println("没有这个棋子:"+srcSite); } return bitBoard; } /** *@author pengjiu * 功能:空头炮 */ protected int exposedCannon(int play,int oppkingSite,int row,int col){ BitBoard bitBoard = BitBoard.assignXorToNew( ChariotBitBoardOfAttackRow[oppkingSite][row], ChariotBitBoardOfAttackCol[oppkingSite][col]); bitBoard.assignAnd(chessParam.getBitBoardByPlayRole(play, ChessConstant.GUN)); if (!bitBoard.isEmpty()) { return bitBoard.MSB(play) ; } return -1; } /** *@author pengjiu * 功能:沉底炮 */ protected int bottomCannon(int play,int oppkingSite,int row,int col){ BitBoard bitBoard = BitBoard.assignXorToNew( GunBitBoardOfMoreRestAttackRow[oppkingSite][row], GunBitBoardOfMoreRestAttackCol[oppkingSite][col]); bitBoard.assignAnd(chessParam.getBitBoardByPlayRole(play, ChessConstant.GUN)); if (!bitBoard.isEmpty()) { return bitBoard.MSB(play) ; } return -1; } /** *@author pengjiu * 功能:隔子车 */ protected int restChariot(int play,int oppkingSite,int row,int col){ BitBoard bitBoard = BitBoard.assignXorToNew( GunBitBoardOfAttackRow[oppkingSite][row], GunBitBoardOfAttackCol[oppkingSite][col]); bitBoard.assignAnd(chessParam.getBitBoardByPlayRole(play, ChessConstant.CHARIOT)); if (!bitBoard.isEmpty()) { return bitBoard.MSB(play) ; } return -1; } public void trimPartitionScore(int[][] partitionScore, int[][] attackPartition, int[][] defensePartition) { attackPartition[REDPLAYSIGN][LEFTSITE] = partitionScore[REDPLAYSIGN][1]; attackPartition[REDPLAYSIGN][RIGHTSITE] = partitionScore[REDPLAYSIGN][2]; attackPartition[REDPLAYSIGN][MIDSITE] = partitionScore[REDPLAYSIGN][3]; defensePartition[REDPLAYSIGN][LEFTSITE] = partitionScore[REDPLAYSIGN][4]; defensePartition[REDPLAYSIGN][RIGHTSITE] = partitionScore[REDPLAYSIGN][5]; defensePartition[REDPLAYSIGN][MIDSITE] = partitionScore[REDPLAYSIGN][6]; attackPartition[BLACKPLAYSIGN][LEFTSITE] = partitionScore[BLACKPLAYSIGN][4]; attackPartition[BLACKPLAYSIGN][RIGHTSITE] = partitionScore[BLACKPLAYSIGN][5]; attackPartition[BLACKPLAYSIGN][MIDSITE] = partitionScore[BLACKPLAYSIGN][6]; defensePartition[BLACKPLAYSIGN][LEFTSITE] = partitionScore[BLACKPLAYSIGN][1]; defensePartition[BLACKPLAYSIGN][RIGHTSITE] = partitionScore[BLACKPLAYSIGN][2]; defensePartition[BLACKPLAYSIGN][MIDSITE] = partitionScore[BLACKPLAYSIGN][3]; } //攻击区域分数 static final int[] attackChessPartitionScore=new int[]{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,4,4,4,4,4,4,3,3,3,3,2,2,2,2,2, 0,4,4,4,4,4,4,3,3,3,3,2,2,2,2,2 }; //防守区域分数 static final int[] defenseChessPartitionScore=new int[]{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,4,4,4,4,4,4,3,3,3,3,2,2,2,2,2, 0,4,4,4,4,4,4,3,3,3,3,2,2,2,2,2 }; /** * 动态调整攻击区域分数 */ int redElephantNum ,redGuardNum,blackElephantNum,blackGuardNum,redGun,redKnight,blackGun,blackKnight; //单士或单象价值下降 private static final int[] guarAndElephantNumScore=new int[]{0,2,3}; //对手\'士\'数量决定炮与马的区域价值 private static final int[] gunNumScoreDependGuard =new int[]{2,3,4}; private static final int[] knightNumScoreDependGuard =new int[]{5,5,4}; public void dynamicCMPChessPartitionScore(){ redGuardNum = chessParam.getChessesNum(REDPLAYSIGN,ChessConstant.GUARD); redElephantNum = chessParam.getChessesNum(REDPLAYSIGN,ChessConstant.ELEPHANT); blackGuardNum = chessParam.getChessesNum(BLACKPLAYSIGN,ChessConstant.GUARD); blackElephantNum = chessParam.getChessesNum(BLACKPLAYSIGN,ChessConstant.ELEPHANT); //单士或单象价值下降 defenseChessPartitionScore[23]=defenseChessPartitionScore[24]=guarAndElephantNumScore[blackElephantNum]; defenseChessPartitionScore[25]=defenseChessPartitionScore[26]=guarAndElephantNumScore[blackGuardNum]; defenseChessPartitionScore[39]=defenseChessPartitionScore[40]=guarAndElephantNumScore[redElephantNum]; defenseChessPartitionScore[41]=defenseChessPartitionScore[42]=guarAndElephantNumScore[redGuardNum]; // blackGun=(redGuardNum*2)+1; // blackKnight=(5-redGuardNum); // redGun=(blackGuardNum*2)+1; // redKnight=(5-blackGuardNum); //动态改变炮与马的攻击价值 attackChessPartitionScore[21]=attackChessPartitionScore[22]=gunNumScoreDependGuard[redGuardNum]; attackChessPartitionScore[19]=attackChessPartitionScore[20]=knightNumScoreDependGuard[redGuardNum]; attackChessPartitionScore[37]=attackChessPartitionScore[38]=gunNumScoreDependGuard[blackGuardNum]; attackChessPartitionScore[35]=attackChessPartitionScore[36]=knightNumScoreDependGuard[blackGuardNum]; } // public static final int KING=7; //王 // public static final int CHARIOT=6; //车 // public static final int KNIGHT=5; //马 // public static final int GUN=4; //炮 // public static final int ELEPHANT=3; //象 // public static final int GUARD=2; //士 // public static final int SOLDIER=1; //兵 /**区域分数 * @param site * @param chess * @param partitionScore */ public void compPartitionScore(int play,int site,int chess,int[] partitionScore){ int parSiteTemp=chessRolePartitionSite[chessRoles[chess]][site]; if(play==REDPLAYSIGN){ //红 switch(parSiteTemp){ case 1: partitionScore[parSiteTemp]+=attackChessPartitionScore[chess]; break; case 2: partitionScore[parSiteTemp]+=attackChessPartitionScore[chess]; break; case 3: partitionScore[parSiteTemp]+=attackChessPartitionScore[chess]; break; case 31: partitionScore[3]+=attackChessPartitionScore[chess]; partitionScore[1]+=attackChessPartitionScore[chess]; break; case 32: partitionScore[3]+=attackChessPartitionScore[chess]; partitionScore[2]+=attackChessPartitionScore[chess]; break; case 33: partitionScore[3]+=attackChessPartitionScore[chess]; partitionScore[2]+=attackChessPartitionScore[chess]; partitionScore[1]+=attackChessPartitionScore[chess]; break; case 4: partitionScore[parSiteTemp]+=defenseChessPartitionScore[chess]; break; case 5: partitionScore[parSiteTemp]+=defenseChessPartitionScore[chess]; break; case 6: partitionScore[parSiteTemp]+=defenseChessPartitionScore[chess]; break; case 64: partitionScore[6]+=defenseChessPartitionScore[chess]; partitionScore[4]+=defenseChessPartitionScore[chess]; break; case 65: partitionScore[6]+=defenseChessPartitionScore[chess]; partitionScore[5]+=defenseChessPartitionScore[chess]; break; case 66: partitionScore[6]+=defenseChessPartitionScore[chess]; partitionScore[5]+=defenseChessPartitionScore[chess]; partitionScore[4]+=defenseChessPartitionScore[chess]; break; } }else{ //黑 switch(parSiteTemp){ case 1: partitionScore[parSiteTemp]+=defenseChessPartitionScore[chess]; break; case 2: partitionScore[parSiteTemp]+=defenseChessPartitionScore[chess]; break; case 3: partitionScore[parSiteTemp]+=defenseChessPartitionScore[chess]; break; case 31: partitionScore[3]+=defenseChessPartitionScore[chess]; partitionScore[1]+=defenseChessPartitionScore[chess]; break; case 32: partitionScore[3]+=defenseChessPartitionScore[chess]; partitionScore[2]+=defenseChessPartitionScore[chess]; break; case 33: partitionScore[3]+=defenseChessPartitionScore[chess]; partitionScore[2]+=defenseChessPartitionScore[chess]; partitionScore[1]+=defenseChessPartitionScore[chess]; break; case 4: partitionScore[parSiteTemp]+=attackChessPartitionScore[chess]; break; case 5: partitionScore[parSiteTemp]+=attackChessPartitionScore[chess]; break; case 6: partitionScore[parSiteTemp]+=attackChessPartitionScore[chess]; break; case 64: partitionScore[6]+=attackChessPartitionScore[chess]; partitionScore[4]+=attackChessPartitionScore[chess]; break; case 65: partitionScore[6]+=attackChessPartitionScore[chess]; partitionScore[5]+=attackChessPartitionScore[chess]; break; case 66: partitionScore[6]+=attackChessPartitionScore[chess]; partitionScore[5]+=attackChessPartitionScore[chess]; partitionScore[4]+=attackChessPartitionScore[chess]; break; } } } static int[] ChariotPartitionSite=new int[]{ //车 1 ,1 ,1 ,31 ,3 , 32,2 ,2 ,2 ,1 ,1 ,1 ,31 ,33, 32,2 ,2 ,2 ,1 ,1 ,1 ,31 ,33, 32,2 ,2 ,2 ,0 ,0 ,0 ,3 ,3 , 3 ,0 ,0 ,0 ,0 ,0 ,0 ,3 ,3 , 3 ,0 ,0 ,0 ,0 ,0 ,0 ,6 ,6 ,6 ,0 ,0 ,0 ,0 ,0 ,0 ,6 ,6 ,6 ,0 ,0 ,0 ,4 ,4 ,4 ,64,66,65,5 ,5 ,5 ,4 ,4 ,4 ,64,66,65,5 ,5 ,5 ,4 ,4 ,4 ,64,6 ,65,5 ,5 ,5 }; static int[] KnightPartitionSite=new int[]{ //马 1 ,1 ,1 ,0 ,0 ,0 ,2 ,2 ,2 ,1 ,1 ,1 ,31,33 ,32,2 ,2 ,2 ,1 ,1 ,1 ,31,33 ,32,2 ,2 ,2 ,0 ,1 ,1 ,31,33 ,32,2 ,2 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,4 ,4 ,64,66,65 ,5 ,5 ,0 ,4 ,4 ,4 ,64,66,65,5 ,5 ,5 ,4 ,4 ,4 ,64,66,65,5 ,5 ,5 ,4 ,4 ,4 ,0 ,0 ,0 ,5 ,5 ,5 }; static int[] GunPartitionSite=new int[]{ //炮 1 ,1 ,1 ,0 ,0 ,0 ,2 ,2 ,2 ,1 ,1 ,1 ,0 ,0 ,0 ,2 ,2 ,2 ,1 ,1 ,1 ,0 ,3 ,0 ,2 ,2 ,2 ,0 ,0 ,0 ,32,33,32,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,64 ,66 ,65,0 ,0 ,0 ,4 ,4 ,4 ,0 ,6 ,0 ,5 ,5 ,5 ,4 ,4 ,4 ,0 ,0 ,0 ,5 ,5 ,5 ,4 ,4 ,4 ,0 ,0 ,0 ,5 ,5 ,5 }; static int[] SoldierPartitionSite=new int[]{ //卒 0 ,0 ,0 ,3 ,3 ,3 ,0 ,0 ,0 ,0 ,0 ,0 ,3 ,3 ,3 ,0 ,0 ,0 ,0 ,0 ,0 ,3 ,3 ,3 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,6 ,6 ,6 ,0 ,0 ,0 ,0 ,0 ,0 ,6 ,6 ,6 ,0 ,0 ,0 ,0 ,0 ,0 ,6 ,6 ,6 ,0 ,0 ,0 }; static int[] DefensePartitionSite=new int[]{ //象士 1 ,1 ,1 ,31 ,33,32 ,2 ,2 ,2 ,1 ,1 ,1 ,31 ,33,32 ,2 ,2 ,2 ,1 ,1 ,1 ,31 ,33,32 ,2 ,2 ,2 ,1 ,1 ,1 ,31 ,3 ,32 ,2 ,2 ,2 ,1 ,1 ,1 ,31 ,3 ,32 ,2 ,2 ,2 ,4 ,4 ,4 ,64 ,6 ,65 ,5 ,5 ,5 ,4 ,4 ,4 ,64 ,6 ,65 ,5 ,5 ,5 ,4 ,4 ,4 ,64 ,66 ,65 ,5 ,5 ,5 ,4 ,4 ,4 ,64 ,66 ,65 ,5 ,5 ,5 ,4 ,4 , 4 ,64 ,66 ,65 ,5 ,5 ,5 }; static int[]KingPartitionSite=new int[]{ //王 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 }; static final int[][] chessRolePartitionSite=new int[][]{ {},SoldierPartitionSite,DefensePartitionSite,DefensePartitionSite,GunPartitionSite,KnightPartitionSite,ChariotPartitionSite,KingPartitionSite ,SoldierPartitionSite,DefensePartitionSite,DefensePartitionSite,GunPartitionSite,KnightPartitionSite,ChariotPartitionSite,KingPartitionSite }; protected final static BitBoard[][] AttackDirection= new BitBoard[2][3]; protected final static BitBoard[][] DefenseDirection= new BitBoard[2][3]; protected final static int LEFTSITE=0,RIGHTSITE=1,MIDSITE=2,OTHERSITE=3; static{ int[] AttackRedLeftSite=new int[]{ 1 ,1 ,1 ,1 ,1 ,0 ,0 ,0 ,0 ,1 ,1 ,1 ,1 ,1 ,0 ,0 ,0 ,0 ,1 ,1 ,1 ,1 ,1 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 }; int[] AttackRightSite=new int[]{ 0 ,0 ,0 ,0 ,2 ,2 ,2 ,2 ,2 ,0 ,0 ,0 ,0 ,2 ,2 ,2 ,2 ,2 ,0 ,0 ,0 ,0 ,2 ,2 ,2 ,2 ,2 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 }; int[] AtackRedMidSite=new int[]{ 0 ,0 ,0 ,3 ,3 ,3 ,0 ,0 ,0 ,0 ,0 ,0 ,3 ,3 ,3 ,0 ,0 ,0 ,0 ,0 ,0 ,3 ,3 ,3 ,0 ,0 ,0 ,0 ,0 ,0 ,3 ,3 ,3 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 }; int[] AttackBlackLeftSite=Tools.exchange(AttackRedLeftSite); int[] AttackBlackRightSite=Tools.exchange(AttackRightSite); int[] AttackBlackMidSite=Tools.exchange(AtackRedMidSite); BitBoard AttackBlackLeftBit = new BitBoard(AttackBlackLeftSite); BitBoard AttackBlackRightBit = new BitBoard(AttackBlackRightSite); BitBoard AttackBlackMidBit = new BitBoard(AttackBlackMidSite); BitBoard AttackRedLeftBit = new BitBoard(AttackRedLeftSite); BitBoard AttackRedRightBit = new BitBoard(AttackRightSite); BitBoard AttackRedMidBit = new BitBoard(AtackRedMidSite); AttackDirection[REDPLAYSIGN][LEFTSITE]=AttackRedLeftBit; AttackDirection[REDPLAYSIGN][RIGHTSITE]=AttackRedRightBit; AttackDirection[REDPLAYSIGN][MIDSITE]=AttackRedMidBit; AttackDirection[BLACKPLAYSIGN][LEFTSITE]=AttackBlackLeftBit; AttackDirection[BLACKPLAYSIGN][RIGHTSITE]=AttackBlackRightBit; AttackDirection[BLACKPLAYSIGN][MIDSITE]=AttackBlackMidBit; DefenseDirection[BLACKPLAYSIGN][LEFTSITE]=AttackRedLeftBit; DefenseDirection[BLACKPLAYSIGN][RIGHTSITE]=AttackRedRightBit; DefenseDirection[BLACKPLAYSIGN][MIDSITE]=AttackRedMidBit; DefenseDirection[REDPLAYSIGN][LEFTSITE]=AttackBlackLeftBit; DefenseDirection[REDPLAYSIGN][RIGHTSITE]=AttackBlackRightBit; DefenseDirection[REDPLAYSIGN][MIDSITE]=AttackBlackMidBit; } }
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