XFS_算法中国象棋算法研究分析代码
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中国象棋python代码下面是一个简单的中国象棋的Python 代码示例:# 定义棋盘# 绘制棋盘def draw_board():for row in chessboard:for piece in row:print(piece, end=' ')print()# 判断是否在棋盘内def is_valid_move(x, y):return 0 <= x < 9 and 0 <= y < 10# 判断移动是否合法def is_valid_move(x1, y1, x2, y2):piece = chessboard[y1][x1]target = chessboard[y2][x2]if piece == ' ':return Falseif piece == '車' or piece == '車':if x1 != x2 and y1 != y2:return Falseif x1 == x2:min_y, max_y = (y1, y2) if y1 < y2 else (y2, y1)for y in range(min_y + 1, max_y):if chessboard[y][x1] != ' ':return Falseif y1 == y2:min_x, max_x = (x1, x2) if x1 < x2 else (x2, x1)for x in range(min_x + 1, max_x):if chessboard[y1][x] != ' ':return Falseif piece == '馬' or piece == '馬':dx = abs(x2 - x1)dy = abs(y2 - y1)if (dx == 1 and dy == 2) or (dx == 2 and dy == 1): return Truereturn Falseif piece == '象' or piece == '相':if y2 > 4 and (y2 - y1) % 2 != 0:return Falseif abs(x2 - x1) != 2 or abs(y2 - y1) != 2:return Falseif chessboard[(y1 + y2) // 2][(x1 + x2) // 2] != ' ': return Falseif piece == '士' or piece == '士':if x2 < 3 or x2 > 5:return Falseif y2 < 7 or y2 > 9:return Falseif abs(x2 - x1) != 1 or abs(y2 - y1) != 1: return Falseif piece == '帥' or piece == '将':if x2 < 3 or x2 > 5:return Falseif y2 < 0 or y2 > 2:return Falseif abs(x2 - x1) + abs(y2 - y1) != 1:return Falseif piece == '兵':if y1 < 5 and y2 != y1 - 1:return Falseif y1 >= 5 and (x1 != x2 or y2 != y1 - 1):return Falseif piece == '卒':if y1 > 4 and y2 != y1 + 1:return Falseif y1 <= 4 and (x1 != x2 or y2 != y1 + 1):return Falseif target == '帥' or target == '将':if piece == '卒' or piece == '兵':if y2 > 2:return Falseif piece == '兵' or piece == '卒':if y2 < 7:return Falsereturn True# 移动棋子def move_piece(x1, y1, x2, y2):if is_valid_move(x1, y1, x2, y2):piece = chessboard[y1][x1]chessboard[y2][x2] = piecechessboard[y1][x1] = ' 'else:print("Invalid move!")# 游戏循环def game_loop():while True:draw_board()player_input = input("请输入移动的起始位置和目标位置,以逗号分隔(例如:2,1,2,3):")positions = player_input.split(',')if len(positions) != 4:print("请输入正确的起始位置和目标位置!")continuex1, y1, x2, y2 = map(int, positions)if not is_valid_move(x1, y1) or not is_valid_move(x2, y2):print("请输入正确的起始位置和目标位置!")continuemove_piece(x1, y1, x2, y2)# 启动游戏game_loop()这是一个简单的中国象棋游戏代码示例,包括棋盘的绘制、棋子移动的判断和执行等功能。
“理治棋壮”中国象棋计算机博弈引擎关键算法分析与设计“理治棋壮”中国象棋计算机博弈引擎开发小组在《程序架构设计与主要算法概述》一文中,我们阐述了中国象棋计算机博弈涉及的主要算法。
下面就其中的关键算法进行深入分析,并说明其设计实现方法。
一、核心搜索算法1、Principal Variable Search搜索算法是计算机博弈程序的核心算法。
如何选择适合的搜索算法,配以合理的剪枝条件,是决定搜索效率的关键所在。
博弈树不同于一般的搜索树,它是由对弈双方共同产生的一种“变性”搜索树。
应对这类问题,香农(Claude Shannon)教授早在1950年提出了极大-极小算法(Minimax Algorithm)。
这种算法常以一种形式上的改进——负极大值算法出现:记我方节点值为正,对方节点值为负,双方在每一节点分别选择其子节点中绝对值最大的一个。
递归深度优先遍历有限层次的树,找到使起始节点绝对值最大的一个叶子节点,然后回溯找到形成这一叶子节点的第一层子节点,作为最优解。
可以在博弈树深度优先搜索过程中记录2个附加值,α:我方搜索到的最好值,任何比它更小的值就没用了;β:对于对手来说最坏的值。
在搜索算法中,如果某个节点的结果小于或等于α,那么它就可以抛弃;如果某个着法的结果大于或等于β,那么整个结点就作废了,因为对手不希望走到这个局面。
如果某个节点值大于α但小于β,那么这个节点就是可以考虑走。
这便是所谓的α-β剪枝搜索。
由α和β可以形成一个节点预选窗口。
如何能够快速得到一个尽可能小而又尽可能准确的窗口?有不少窗口搜索算法被设计出来解决这个问题,如:Aspiration Search、Principal Variable Search、Tolerance Search等。
目前大多数国际象棋与中国象棋的算法核心青睐速度快而不会出现错误剪枝的Principal Variable Search,它的原理是第一个分枝以完整窗口搜索,产生一个解v,后继分枝则以一个极小窗口(v,v+1)搜索之,旨在建立高效的、极小的搜索树。
本科毕业论文(科研训练、毕业设计)题目:中国象棋博弈算法研究******学院:软件学院系:软件工程专业:软件工程年级:2004级学号:********指导教师:史亮职称:副教授2008年6月5日摘要计算机博弈是人工智能研究的一个重要分支,被专家门称为人工智能界的果蝇,意思是说人类对计算机博弈的研究衍生了大量的研究成果,这些成果在人工智能领域产生了重要影响。
国际象棋计算机博弈研究已经有了五十多年的历史,IBM公司在1997年开发出了超级计算机“深蓝”战胜了当时世界国际象棋大师卡斯帕罗夫,标志其水平已达到国际象棋世界冠军水平。
而中国象棋的历史更为悠久,虽然中国象棋计算机博弈研究起步晚于国际象棋,但起点高,国际象棋计算机博弈研究的成果为我们提供了很多的借鉴技术。
近年来随着研究的不断深入,中国象棋计算机博弈越来越成为继国际象棋后计算机博弈研究的热点之一。
本文在对目前主流的计算机博弈技术进行全面的综述后,对构成计算机博弈系统的四个组成部分进行了优化和改进,特别是针对静态估值算法不能应对局势变化的固有缺点,提出了动态局势再评估算法。
在此之上实现了一个中国象棋计算机博弈系统,论文主要研究了以下3方面的问题:第一、对计算机博弈系统的四个组成部分及基础技术进行了研究,包括数据结构,着法生成,搜索算法,估值算法。
第二、研究了建立在Alpha-Beta搜索算法基础之上的各种优化技术。
主要讨论了窗口探测,静寂搜索,历史启发,深层迭代,Null Move5个方面的优化方法,并根据实验结果结合置换表技术提出了具体的组合方案。
第三、论文针对目前广泛使用的静态估值算法不能应对局势变化的固有缺点,提出了动态局势再评估算法。
通过引入“局势因子”,使得估值算法根据当前局面形势做出攻防策略。
关键词:人工智能;中国象棋;博弈算法;动态局势再评估;局势因子AbstractComputer game is an important branch of artificial intelligence research. It is described as a fruit fly of the artificial intelligence by experts. That’s to say human’s research to the computer game has achieved massive research results. These achievements have played an important influence on a more widespread domain. Throug overseas researchers’ exploration of chess gambling system for more than 50 years, IBM Corporation developed super computer ”DarkBlue” in1997,and has defeated world chess master Ksparov; while the Chinese chess history is more glorious. The research of Chinese chess computer game is later than the research of chess computer game, but it based on the computer g ame’s research results. With the deeper study of research, Chinese chess computer game becomes one of the most active parts of computer game research area recently.After summarizing related researches on Chinese chess computer game. Some key problems are studied and discussed in this dissertation. Based on above work,an integrated Chinese chess computer game system are designed and developed. The whole work mainly focuses on the following three aspects:1. Introduce the key component parts of a Chinese chess computer game system which involve date structure, generate legal moves, search algorithms and evaluate algorithms.2. Make a study on the optimization of search algorithm based on the Alpha-Beta algorithm which included Principal Variation Search, quiescence search, history heuristic, interative deepening, null-move pruning and so on.3. This paper provides an algorithm called “dynamic situation evaluate algorithm” which avoids the drawback of static evaluate. As the introduction of “decision factor”, computer can make decisions by situation.Key words: artificial intelligence; Chinese chess; game algorithm; dynamic situation evaluate algorithm; decision factor目录第一章绪论 (8)1.1 选题背景和研究意义 (8)1.2 中国象棋计算机博弈的发展历程 (8)1.3 国内外研究现状 (10)1.4 本文的主要工作和论文结构 (11)第二章背景知识 (13)2.1 数据结构 (13)2.1.1 棋盘表示 (13)2.1.2 置换表 (14)2.2 着法生成 (15)2.3 搜索算法 (16)2.3.1 博弈树的基本概念 (16)2.3.2极大极小算法 (17)2.3.3 负极大值法 (19)2.3.4 Alpha-Beta搜索算法 (20)2.4 估值算法 (22)2.5 本章小结 (23)第三章搜索算法的优化 (24)3.1 窗口探测 (24)3.1.1渴望搜索 (24)3.1.2 极小窗口算法 (25)3.2 静寂搜索 (26)3.3 历史启发 (26)3.4 深层迭代 (27)3.5 Null Move (29)3.6 内存优化 (29)3.7 本章小结 (30)第四章动态局势再评估算法 (31)4.1 静态评估算法详述 (31)4.1.1 对子力和攻击性的评估 (31)4.1.2 对棋子位置附加值的评估 (31)4.1.3 对灵活性的评估 (32)4.1.4 对棋子的协调性和保护性的评估 (32)4.1.5 静态估值函数 (33)4.2 静态估值函数的缺陷 (33)4.3 局势因子及动态局势再评估函数 (33)4.4 动态局势再评估算法的步骤 (36)4.5 本章小结 (36)第五章中国象棋计算机博弈系统——出棋制胜的设计与实现 (38)5.1 系统设计 (38)5.1.1中国象棋通用引擎协议层(UCCI) (38)5.1.2 “出棋制胜”软件系统结构图 (39)5.2 详细设计 (39)5.2.1 棋盘棋子表示 (39)5.2.2 着法生成 (40)5.2.3 搜索算法 (43)5.2.4 评估算法 (45)5.2.5 置换表 (45)5.3 实验结果和相关问题的讨论 (46)5.4 本章小结 (47)第六章总结 (48)致谢 (49)参考文献 (50)ContentsChapter 1 Introduction (8)1.1 Research Topics’ Background and Significance (8)1.2 Chinese Chess Computer Game’s Developing Process (8)1.3 The Status Quo at Home and Abroad (10)1.4 The Main Work and Structure of this thesis (11)Chapter 2 Background Knowledge (13)2.1 Date Structure (13)2.1.1 Chess Board Expression (13)2.1.2 Transposing Table (14)2.2 Moves Generation (15)2.3 Search Algorithms (16)2.3.1 game tree’s concept (16)2.3.2 Minimax Algorithm (17)2.3.3 Negamax Algorithm (19)2.3.4 Alpha-Beta Algorithm (20)2.4 Evaluate Algorithm (22)2.5 Chapter Summary (23)Chapter 3 The Optimization of Search Algorithm (24)3.1 Window Detection (24)3.1.1 Eager Search (24)3.1.2 Principal Variation Search (25)3.2 Quiescence Search (26)3.3 History Heuristic (26)3.4 Interative Deepening (27)3.5 Null Move (29)3.6 Memory Optimization (29)3.7 Chapter Summary (30)Chaper 4 Dynamic Situation Evaluate Algorithm (31)4.1 Static Evaluate Algorithm (31)4.1.1 The Evaluation of The C hessman’s Value (31)4.1.2 The Evaluation of The C hessman’s Position (31)4.1.3 The Evaluation of The C hessman’s Movability (32)4.1.4 The Evaluation of The C hessman’s Compatibility (32)4.1.5 Static Evaluate Method (33)4.2 Static Evaluate Method’s Disadvantage (33)4.3 Decision Factor and Dynamic Situation Evaluate Algorithm (33)4.4 The Steps of Dynamic Situation Evaluate Algorithm (36)4.5 Chapter Summary (36)Chaper 5 Chinese Chess Computer Game System (38)5.1 System Design (38)5.1.1 Universal Chinese Chess Protocol (UCCI) (38)5.1.2 The Structure of The System (39)5.2 Detailed Design (39)5.2.1 Chess Board Expression (39)5.2.2 Moves Generation (40)5.2.3 Search Algorithms (43)5.2.4 Evaluate Algorithm (45)5.2.5 Transposing Table (45)5.3 The Experimental Results and Discuss Related Issues (46)5.4 Chapter Summary (47)Chapter 6 Summary (48)Acknowledgement (49)References (50)第一章绪论1.1 选题背景和研究意义计算机博弈是人工智能研究的一个重要分支,被专家门称为人工智能界的果蝇,意思是说人类对计算机博弈的研究衍生了大量的研究成果,这些成果在人工智能领域产生了重要影响。
#include<graphics.h>#include<conio.h>#include<string.h>#include<bios.h>#include<stdlib.h>#include"c:\tc\LIB\1.c"#define W 119#define S 115#define A 97#define D 100#define space 32#define UP 72#define DOWN 80#define LEFT 75#define RIGHT 77#define ENTER 13void qipan();void jiemian(int);void guangbiao1(int,int);void guangbiao2(int,int);void xuanzhong(int,int);void gaizi(int,int);char array(int,int);void xiazi(int,int,int,int);/*int panding(char,int,int,int,int);*/main(){int gdriver,gmode,i=0,c=0,x=190,y=190,m,n; char p;FILE *fp;gdriver=DETECT;gmode=0;if((fp=fopen("file.txt","at")) == NULL) {printf("Cannot open file!");system("pause");exit(0);}printf("%d,%d",gdriver,gmode); registerbgidriver(EGAVGA_driver);initgraph(&gdriver,&gmode,"c:\\tc"); cleardevice();while(c!=27){c=getch();clrscr();jiemian(i);if(c==80){fputs("down ",fp);i++;if(i==4){i=0;}}if(i==1){if(c==13){fputs("enter ",fp);qipan();c=getch();while(c!=27){c=getch();if(c==115){fputs("S ",fp);y=y+40;guangbiao1(x,y);guangbiao2(x,y-40);}if(c==119){fputs("W ",fp);y=y-40;guangbiao1(x,y);guangbiao2(x,y+40);}if(c==97){ fputs("A\n",fp);x=x-40;guangbiao1(x,y);guangbiao2(x+40,y);}if(c==100){ fputs("D\n",fp);x=x+40;guangbiao1(x,y);guangbiao2(x-40,y);}if(c==13){fputs("enter\n",fp);xuanzhong(x,y);m=x;n=y;}if(c==32){fputs("space\n",fp);xiazi(m,n,x,y);fputs("gaizi\n",fp);gaizi(m,n);}if(x>350||y>390||x<30||y<30){x=190;y=30;}}}}}getch();closegraph();fclose(fp);restorecrtmode();return 0;}void qipan(){int i,j;setbkcolor(GREEN);cleardevice();setlinestyle(0,0,3);setcolor(1);rectangle(10,10,370,410);rectangle(30,30,350,390);for(i=1;i<8;i++){setlinestyle(0,0,3);line(i*40+30,30,i*40+30,190);line(i*40+30,230,i*40+30,390);}for(j=1;j<9;j++){setlinestyle(0,0,3);line(30,j*40+30,350,j*40+30);}setlinestyle(3,0,3);line(150,30,230,110);line(230,30,150,110);line(150,310,230,390);line(230,310,150,390); setusercharsize(4,1,2,1); settextstyle(1,0,4);outtextxy(70,195,"chinese chess"); red_shuai(190,30);red_shi(150,30);red_shi(230,30);red_xiang(110,30);red_xiang(270,30);red_ma(70,30);red_ma(310,30);red_ju(30,30);red_ju(350,30);red_pao(70,110);red_pao(310,110);red_bing(30,150);red_bing(110,150);red_bing(190,150);red_bing(270,150);red_bing(350,150);black_jiang(190,390);black_shi(150,390);black_shi(230,390);black_xiang(110,390);black_xiang(270,390);black_ma(70,390);black_ma(310,390);black_ju(30,390);black_ju(350,390);black_pao(70,310);black_pao(310,310);black_zu(30,270);black_zu(110,270);black_zu(190,270);black_zu(270,270);black_zu(350,270);setcolor(BLUE);rectangle(400,30,600,320);setcolor(4);settextstyle(1,0,2);outtextxy(420,50,"A->shuai B->shi"); outtextxy(420,80,"C->xiang D->ma"); outtextxy(420,110,"E->ju F->pao"); outtextxy(420,140,"G->bing"); setcolor(8);outtextxy(420,200,"H->jiang I->shi"); outtextxy(420,230,"J->xiang K->ma"); outtextxy(420,260,"L->ju M->pao"); outtextxy(420,290,"N->zu");}void jiemian(int i){setbkcolor(GREEN); cleardevice();settextstyle(1,0,8);setcolor(BLUE);outtextxy(50,70,"chinese chess"); settextstyle(0,0,3);setcolor(RED);outtextxy(260,215,"start"); outtextxy(260,255,"again"); outtextxy(260,295,"undo"); outtextxy(260,335,"exit"); rectangle(250,210+i*40,390,240+i*40); }void guangbiao1(int x,int y){setcolor(WHITE);setlinestyle(0,0,3);line(x-17,y-7,x-17,y-17);line(x-7,y-17,x-17,y-17);line(x+7,y-17,x+17,y-17);line(x+17,y-7,x+17,y-17);line(x-7,y+17,x-17,y+17);line(x-17,y+7,x-17,y+17);line(x+17,y+7,x+17,y+17);line(x+7,y+17,x+17,y+17);}void guangbiao2(int x,int y){setcolor(GREEN);setlinestyle(0,0,3);line(x-17,y-7,x-17,y-17);line(x-7,y-17,x-17,y-17);line(x+7,y-17,x+17,y-17);line(x+17,y-7,x+17,y-17);line(x-7,y+17,x-17,y+17);line(x-17,y+7,x-17,y+17);line(x+17,y+7,x+17,y+17);line(x+7,y+17,x+17,y+17);}void xuanzhong(int x,int y){setcolor(CYAN);setlinestyle(0,0,3);circle(x,y,15);}void gaizi(int x1,int y1){setlinestyle(0,0,3);setcolor(GREEN);circle(x1,y1,15);setfillstyle(0,3);floodfill(x1,y1,GREEN);setcolor(1);setlinestyle(0,0,3);if((30<x1<350)&&((y1==30)||(y1==230))) {line(x1-18,y1,x1+18,y1);line(x1,y1,x1,y1+18);if((30<x1<350)&&(y1==390||y1==190)) {line(x1-18,y1,x1+18,y1);line(x1,y1-18,x1,y1);}if((30<y1<390)&&x1==30){line(x1,y1,x1+18,y1);line(x1,y1-18,x1,y1+18);}if((30<y1<390)&&(x1==350)){line(x1-18,y1,x1,y1);line(x1,y1-18,x1,y1+18);}if((x1==30)&&(y1==30)){line(x1,y1,x1+18,y1);line(x1,y1,x1,y1+18);}if((x1==350)&&(y1==30)){line(x1-18,y1,x1,y1);line(x1,y1,x1,y1+18);}if((x1==30)&&(y1==390)){line(x1,y1,x1+18,y1);line(x1,y1,x1,y1-18);}if((x1==350)&&(y1==390)){line(x1,y1,x1-18,y1);line(x1,y1,x1,y1-18);}else{line(x1-18,y1,x1+18,y1);line(x1,y1-18,x1,y1+18);}}char array(int i,int j)char a[13][13];int c,b;c=i;b=j;for(c=1;c<10;c++){for(b=1;b<11;b++){a[c][b]='Z';}}a[1][5]='A';a[1][4]='B';a[1][6]='B';a[1][3]='C';a[1][7]='C';a[1][2]='D';a[1][8]='D';a[1][1]='E';a[1][9]='E';a[3][2]='F';a[3][8]='F';a[4][1]=a[4][3]=a[4][5]=a[4][7]=a[4][9]='G';a[10][5]='H';a[10][4]='I';a[10][6]='I';a[10][3]='J';a[10][7]='J';a[10][2]='K';a[10][8]='K';a[10][1]='L';a[10][ 9]='L';a[2][3]='M';a[8][3]='M';a[7][1]=a[7][3]=a[7][5]=a[7][7]=a[7][9]='N';return a[i][j];}void xiazi(int x6,int y6,int x7,int y7){switch(array(y6/40+1,x6/40+1)){case 'A':red_shuai(x7,y7);break;case 'B':red_shi(x6,y7);break;case 'C':red_xiang(x7,y7);break;case 'D':red_ma(x7,y7);break;case 'E':red_ju(x7,y7);break;case 'F':red_pao(x7,y7);break;case 'G':red_bing(x7,y7);break;case 'H':black_jiang(x7,y7);break;case 'I':black_shi(x7,y7);break;case 'J':black_xiang(x7,y7);break;case 'K':black_ma(x7,y7);break;case 'L':black_ju(x7,y7);break;case 'M':black_pao(x7,y7);break;case 'N':black_zu(x7,y7);break;case 'Z':gaizi(x6,x6);break;}}/*int panding(char q,int x,int y,int a,int b){switch(q){case 'A':if(y>110||x>230||x<150||(a-x)>40||(x-a)>40||(y-b)>40||(b-y)>40)return 0;elsereturn 1;break;case'B':if(((x-a)==40&&(y-b)==40)&&y<=110&&230<x<150||((a-x)==40&&(b-y)==40)&&y<=110& &230>x>150)return 1;elsereturn 0;break;case'C':if((((x-a)==80&&(y-b)==80)&&y<=190)&&(array((y+b)/2/40+1,(x+a)/2/40+1,)=='Z')))||(((a-x)==80&&(b-y)==80)&&y<=190)&&(array((y+b)/2/40+1,(x+a)/2/40+1)=='Z'))))return 1;elsereturn 0;break;case'D':if((((x-a)==80&&(y-b)==40&&(array(y/40+1,(x-40)/40+1)=='Z'))||(((a-x)==80&&(b-y)==40)&&(array(y/40+1,(x+40)/40+1)=='Z'))||(((x-a)==40&&(y-b)==80)(array((y-40)/40+1,x/40+1)==' Z'))||(((a-x)==40&&(b-y)==80)&&(array((y+40)/40+1,x/40+1)=='z'))))return 1;elsereturn 0;break;case 'E':return 1;break;case 'F':return 1;break;case 'G':if(y<190){if(y>b||x!=a){return 0;}elsereturn 1;}else{if((b-y)>40||(a-x)>40||(x-a)>40||y>b){return 0;}elsereturn 1;}break;case 'H':if(y<310||x>230||x<150||(a-x)>40||(x-a)>40||(y-b)>40||(b-y)>40)return 0;elsereturn 1;break;case'I':if(((x-a)==40&&(y-b)==40)&&y>=310&&230<x<150||((a-x)==40&&(b-y)==40)&&y>310&& 230>x>150)return 1;elsereturn 0;break;case可编辑'J':if(((((x-a)==80&&(y-b)==80)&&y>=230)&&array(((y+b)/2/40+1,(x+a)/2/40+1)=='Z')))||(((a-x )==80&&(b-y)==80)&&y>=230)&&(array((y+b)/2/40+1,(x+a)/2/40+1)=='Z'))))return 1;elsereturn 0;break;case'K':if((((x-a)==80&&(y-b)==40&&(array(y/40+1,(x-40)/40+1)=='Z'))||(((a-x)==80&&(b-y)==40) &&(array(y/40+1,(x+40)/40+1)=='Z'))||(((x-a)==40&&(y-b)==80)(array((y-40)/40+1,x/40+1)==' Z'))||(((a-x)==40&&(b-y)==80)&&(array((y+40)/40+1,x/40+1)=='Z'))return 1;elsereturn 0;break;case 'L':return 1;break;case 'M':return 1;break;case 'N':if(y>230){if(y<b||x!=a){return 0;}elsereturn 1;}else{if(y-b>40||(a-x)>40||(x-a)>40||y<b){return 0;}elsereturn 1;}default:return 0;}}*/.。
#include<graphics.h> #include<conio.h>#include<string.h>#include<bios.h>#include<stdlib.h>#include"c:\tc\LIB\1.c"#define W 119#define S 115#define A 97#define D 100#define space 32#define UP 72#define DOWN 80#define LEFT 75#define RIGHT 77#define ENTER 13void qipan();void jiemian(int);void guangbiao1(int,int); void guangbiao2(int,int);void xuanzhong(int,int);void gaizi(int,int);char array(int,int);void xiazi(int,int,int,int);/*int panding(char,int,int,int,int);*/main(){int gdriver,gmode,i=0,c=0,x=190,y=190,m,n; char p;FILE *fp;gdriver=DETECT;gmode=0;if((fp=fopen("file.txt","at")) == NULL) {printf("Cannot open file!");system("pause");exit(0);}printf("%d,%d",gdriver,gmode); registerbgidriver(EGAVGA_driver);initgraph(&gdriver,&gmode,"c:\\tc"); cleardevice();while(c!=27){c=getch();clrscr();jiemian(i);if(c==80){fputs("down ",fp);i++;if(i==4){i=0;}}if(i==1){if(c==13){fputs("enter ",fp);qipan();c=getch();while(c!=27){c=getch();if(c==115){fputs("S ",fp);y=y+40; guangbiao1(x,y); guangbiao2(x,y-40);}if(c==119){fputs("W ",fp);y=y-40;guangbiao1(x,y);guangbiao2(x,y+40); }if(c==97){ fputs("A\n",fp);x=x-40;guangbiao1(x,y);guangbiao2(x+40,y); }if(c==100){ fputs("D\n",fp);x=x+40;guangbiao1(x,y);guangbiao2(x-40,y); }if(c==13){fputs("enter\n",fp);xuanzhong(x,y);m=x;n=y;}if(c==32){fputs("space\n",fp);xiazi(m,n,x,y);fputs("gaizi\n",fp);gaizi(m,n);}if(x>350||y>390||x<30||y<30){x=190;y=30;}}}}}getch();closegraph();fclose(fp);restorecrtmode();return 0;}void qipan(){int i,j;setbkcolor(GREEN);cleardevice();setlinestyle(0,0,3);setcolor(1);rectangle(10,10,370,410); rectangle(30,30,350,390);for(i=1;i<8;i++){setlinestyle(0,0,3);line(i*40+30,30,i*40+30,190); line(i*40+30,230,i*40+30,390); }for(j=1;j<9;j++){setlinestyle(0,0,3);line(30,j*40+30,350,j*40+30); }setlinestyle(3,0,3);line(150,30,230,110);line(230,30,150,110);line(150,310,230,390);line(230,310,150,390); setusercharsize(4,1,2,1);settextstyle(1,0,4);outtextxy(70,195,"chinese chess"); red_shuai(190,30);red_shi(150,30);red_shi(230,30);red_xiang(110,30);red_xiang(270,30);red_ma(70,30);red_ma(310,30);red_ju(30,30);red_ju(350,30);red_pao(70,110);red_pao(310,110);red_bing(30,150);red_bing(110,150);red_bing(190,150);red_bing(270,150);red_bing(350,150);black_jiang(190,390);black_shi(150,390);black_shi(230,390);black_xiang(110,390);black_xiang(270,390);black_ma(70,390);black_ma(310,390);black_ju(30,390);black_ju(350,390);black_pao(70,310);black_pao(310,310);black_zu(30,270);black_zu(110,270);black_zu(190,270);black_zu(270,270);black_zu(350,270);setcolor(BLUE);rectangle(400,30,600,320);setcolor(4);settextstyle(1,0,2);outtextxy(420,50,"A->shuai B->shi"); outtextxy(420,80,"C->xiang D->ma"); outtextxy(420,110,"E->ju F->pao"); outtextxy(420,140,"G->bing"); setcolor(8);outtextxy(420,200,"H->jiang I->shi");outtextxy(420,230,"J->xiang K->ma"); outtextxy(420,260,"L->ju M->pao"); outtextxy(420,290,"N->zu");}void jiemian(int i){setbkcolor(GREEN);cleardevice();settextstyle(1,0,8);setcolor(BLUE);outtextxy(50,70,"chinese chess"); settextstyle(0,0,3);setcolor(RED);outtextxy(260,215,"start");outtextxy(260,255,"again"); outtextxy(260,295,"undo"); outtextxy(260,335,"exit");rectangle(250,210+i*40,390,240+i*40); }void guangbiao1(int x,int y){setcolor(WHITE); setlinestyle(0,0,3);line(x-17,y-7,x-17,y-17); line(x-7,y-17,x-17,y-17); line(x+7,y-17,x+17,y-17); line(x+17,y-7,x+17,y-17); line(x-7,y+17,x-17,y+17); line(x-17,y+7,x-17,y+17); line(x+17,y+7,x+17,y+17); line(x+7,y+17,x+17,y+17); }void guangbiao2(int x,int y) {setcolor(GREEN); setlinestyle(0,0,3);line(x-17,y-7,x-17,y-17); line(x-7,y-17,x-17,y-17); line(x+7,y-17,x+17,y-17); line(x+17,y-7,x+17,y-17); line(x-7,y+17,x-17,y+17); line(x-17,y+7,x-17,y+17); line(x+17,y+7,x+17,y+17);line(x+7,y+17,x+17,y+17);}void xuanzhong(int x,int y){setcolor(CYAN);setlinestyle(0,0,3);circle(x,y,15);}void gaizi(int x1,int y1){setlinestyle(0,0,3);setcolor(GREEN);circle(x1,y1,15);setfillstyle(0,3);floodfill(x1,y1,GREEN);setcolor(1);setlinestyle(0,0,3);if((30<x1<350)&&((y1==30)||(y1==230))) {line(x1-18,y1,x1+18,y1);line(x1,y1,x1,y1+18);}if((30<x1<350)&&(y1==390||y1==190)) {line(x1-18,y1,x1+18,y1);line(x1,y1-18,x1,y1);}if((30<y1<390)&&x1==30){line(x1,y1,x1+18,y1);line(x1,y1-18,x1,y1+18);}if((30<y1<390)&&(x1==350)){line(x1-18,y1,x1,y1);line(x1,y1-18,x1,y1+18);}if((x1==30)&&(y1==30)){line(x1,y1,x1+18,y1);line(x1,y1,x1,y1+18);}if((x1==350)&&(y1==30)) {line(x1-18,y1,x1,y1);line(x1,y1,x1,y1+18);}if((x1==30)&&(y1==390)) {line(x1,y1,x1+18,y1);line(x1,y1,x1,y1-18);}if((x1==350)&&(y1==390)) {line(x1,y1,x1-18,y1);line(x1,y1,x1,y1-18);}else{line(x1-18,y1,x1+18,y1); line(x1,y1-18,x1,y1+18); }}char array(int i,int j)char a[13][13];int c,b;c=i;b=j;for(c=1;c<10;c++){for(b=1;b<11;b++){a[c][b]='Z';}}a[1][5]='A';a[1][4]='B';a[1][6]='B';a[1][3]='C';a[1][7]='C';a[1][2]='D';a[1][8]='D';a[1][1 ]='E';a[1][9]='E';a[3][2]='F';a[3][8]='F';a[4][1]=a[4][3]=a[4][5]=a[4][7]=a[4][9]='G';a[10][5]='H';a[10][4]='I';a[10][6]='I';a[10][3]='J';a[10][7]='J';a[10][2]='K';a[10][8]='K'; a[10][1]='L';a[10][9]='L';a[2][3]='M';a[8][3]='M';a[7][1]=a[7][3]=a[7][5]=a[7][7]=a[7][9]='N';return a[i][j];void xiazi(int x6,int y6,int x7,int y7) {switch(array(y6/40+1,x6/40+1)) {case 'A':red_shuai(x7,y7);break;case 'B':red_shi(x6,y7);break;case 'C':red_xiang(x7,y7);break;case 'D':red_ma(x7,y7);break;case 'E':red_ju(x7,y7);break;case 'F':red_pao(x7,y7);break;case 'G':red_bing(x7,y7);break;case 'H':black_jiang(x7,y7);break;case 'I':black_shi(x7,y7);break;case 'J':black_xiang(x7,y7);break;case 'K':black_ma(x7,y7);break;case 'L':black_ju(x7,y7);break;case 'M':black_pao(x7,y7);break;case 'N':black_zu(x7,y7);break;case 'Z':gaizi(x6,x6);break;}}/*int panding(char q,int x,int y,int a,int b) {switch(q){case 'A':if(y>110||x>230||x<150||(a-x)>40||(x-a)>40||(y-b)>40||(b-y)>40)return 0;elsereturn 1;break;case'B':if(((x-a)==40&&(y-b)==40)&&y<=110&&230<x<150||((a-x)==40&&(b-y)==4 0)&&y<=110&&230>x>150)return 1;elsereturn 0;break;case'C':if((((x-a)==80&&(y-b)==80)&&y<=190)&&(array((y+b)/2/40+1,(x+a)/2/40+1,) =='Z')))||(((a-x)==80&&(b-y)==80)&&y<=190)&&(array((y+b)/2/40+1,(x+a)/2/40 +1)=='Z'))))return 1;elsereturn 0;break;case'D':if((((x-a)==80&&(y-b)==40&&(array(y/40+1,(x-40)/40+1)=='Z'))||(((a-x)==80& &(b-y)==40)&&(array(y/40+1,(x+40)/40+1)=='Z'))||(((x-a)==40&&(y-b)==80)(arra y((y-40)/40+1,x/40+1)=='Z'))||(((a-x)==40&&(b-y)==80)&&(array((y+40)/40+1,x/4 0+1)=='z'))))return 1;elsereturn 0;break;case 'E':return 1;break;case 'F':return 1;break;case 'G':if(y<190){if(y>b||x!=a){return 0;}elsereturn 1;}else{if((b-y)>40||(a-x)>40||(x-a)>40||y>b){return 0;}elsereturn 1;}break;case 'H':if(y<310||x>230||x<150||(a-x)>40||(x-a)>40||(y-b)>40||(b-y)>40) return 0;elsereturn 1;break;case'I':if(((x-a)==40&&(y-b)==40)&&y>=310&&230<x<150||((a-x)==40&&(b-y)==40 )&&y>310&&230>x>150)return 1;elsebreak;case'J':if(((((x-a)==80&&(y-b)==80)&&y>=230)&&array(((y+b)/2/40+1,(x+a)/2/40+1) =='Z')))||(((a-x)==80&&(b-y)==80)&&y>=230)&&(array((y+b)/2/40+1,(x+a)/2/40 +1)=='Z'))))return 1;elsereturn 0;break;case'K':if((((x-a)==80&&(y-b)==40&&(array(y/40+1,(x-40)/40+1)=='Z'))||(((a-x)==80& &(b-y)==40)&&(array(y/40+1,(x+40)/40+1)=='Z'))||(((x-a)==40&&(y-b)==80)(arra y((y-40)/40+1,x/40+1)=='Z'))||(((a-x)==40&&(b-y)==80)&&(array((y+40)/40+1,x/4 0+1)=='Z'))return 1;elsereturn 0;break;case 'L':return 1;break;break;case 'N':if(y>230){if(y<b||x!=a){return 0;}elsereturn 1;}else{if(y-b>40||(a-x)>40||(x-a)>40||y<b){return 0;}elsereturn 1;}default:return 0;}}*/。
*--------------------chess.c----------------------*/ #include "dos.h"#include "stdio.h"/*----------------------------------------------------*/ #define RED 7#define BLACK 14#define true 1#define false 0#define SELECT 0#define MOVE 1#define RED_UP 0x1100#define RED_DOWN 0x1f00#define RED_LEFT 0x1e00#define RED_RIGHT 0x2000#define RED_DO 0x3900#define RED_UNDO 0x1000#define BLACK_UP 0x4800#define BLACK_DOWN 0x5000#define BLACK_LEFT 0x4b00#define BLACK_RIGHT 0x4d00#define BLACK_DO 0x1c00#define BLACK_UNDO 0x2b00#define ESCAPE 0x0100#define RED_JU 1#define RED_MA 2#define RED_XIANG 3#define RED_SHI 4#define RED_JIANG 5#define RED_PAO 6#define RED_BIN 7#define BLACK_JU 8#define BLACK_MA 9#define BLACK_XIANG 10#define BLACK_SHI 11#define BLACK_JIANG 12#define BLACK_PAO 13#define BLACK_BIN 14/*----------------------------------------------------*/ int firsttime=1;int savemode;char page_new=0,page_old=0;int finish=false,turn=BLACK,winner=0;int key;int redstate=SELECT,blackstate=SELECT;int board[10][9];/*----------------------------------------------------*/char *chessfile[15]={"","bmp\\rju.wfb", "bmp\\rma.wfb", "bmp\\rxiang.wfb","bmp\\rshi.wfb","bmp\\rjiang.wfb","bmp\\rpao.wfb","bmp\\rbin.wfb","bmp\\bju.wfb", "bmp\\bma.wfb", "bmp\\bxiang.wfb","bmp\\bshi.wfb","bmp\\bjiang.wfb","bmp\\bpao.wfb","bmp\\bbin.wfb"};char *boardfile[10][9]={{"bmp\\11.wfb","bmp\\1t.wfb","bmp\\1t.wfb","bmp\\14.wfb","bmp\\15.wfb","bmp\\16.wfb"," bmp\\1t.wfb","bmp\\1t.wfb","bmp\\19.wfb"},{"bmp\\21.wfb","bmp\\2c.wfb","bmp\\2c.wfb","bmp\\24.wfb","bmp\\25.wfb","bmp\\26.wfb"," bmp\\2c.wfb","bmp\\2c.wfb","bmp\\29.wfb"},{"bmp\\21.wfb","bmp\\3a.wfb","bmp\\3t.wfb","bmp\\34.wfb","bmp\\3t.wfb","bmp\\36.wfb"," bmp\\3t.wfb","bmp\\3a.wfb","bmp\\29.wfb"},{"bmp\\41.wfb","bmp\\4t.wfb","bmp\\4a.wfb","bmp\\4t.wfb","bmp\\4a.wfb","bmp\\4t.wfb","b mp\\4a.wfb","bmp\\4t.wfb","bmp\\49.wfb"},{"bmp\\51.wfb","bmp\\52.wfb","bmp\\5t.wfb","bmp\\54.wfb","bmp\\5t.wfb","bmp\\56.wfb"," bmp\\5t.wfb","bmp\\58.wfb","bmp\\59.wfb"},{"bmp\\61.wfb","bmp\\62.wfb","bmp\\6t.wfb","bmp\\64.wfb","bmp\\6t.wfb","bmp\\66.wfb"," bmp\\6t.wfb","bmp\\68.wfb","bmp\\69.wfb"},{"bmp\\71.wfb","bmp\\7t.wfb","bmp\\7a.wfb","bmp\\7t.wfb","bmp\\7a.wfb","bmp\\7t.wfb","b mp\\7a.wfb","bmp\\7t.wfb","bmp\\79.wfb"},{"bmp\\81.wfb","bmp\\8a.wfb","bmp\\8t.wfb","bmp\\84.wfb","bmp\\85.wfb","bmp\\86.wfb"," bmp\\8t.wfb","bmp\\8a.wfb","bmp\\89.wfb"},{"bmp\\91.wfb","bmp\\9t.wfb","bmp\\9t.wfb","bmp\\9t.wfb","bmp\\95.wfb","bmp\\9t.wfb","b mp\\9t.wfb","bmp\\9t.wfb","bmp\\99.wfb"},{"bmp\\101.wfb","bmp\\102.wfb","bmp\\102.wfb","bmp\\104.wfb","bmp\\105.wfb","bmp\\10 6.wfb","bmp\\108.wfb","bmp\\108.wfb","bmp\\109.wfb"}};char cursor[14][14]={0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,255,255,255,255,255,255,255,0,0,1,1,1,1,0,255,255,255,255,255,255,0,0,1,1,1,1,1,0,255,255,255,255,255,255,0,0,1,1,1,1,1,0,255,255,255,255,255,255,255,0,0,1,1,1,1,0,255,255,255,255,255,255,255,255,0,0,1,1,1,0,255,255,255,255,255,255,255,255,255,0,0,1,1,0,255,255,0,255,255,255,255,255,255,255,0,0,1,0,255,0,1,1,0,255,255,255,255,255,255,255,0,0,0,1,1,1,1,0,255,255,255,255,255,0,1,0,1,1,1,1,1,1,0,255,255,255,0,1,1,1,1,1,1,1,1,1,1,0,255,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1};struct pos{int x;int y;}position[10][9],redcurpos,redtemppos,redoldpos,blackcurpos,blacktemppos,blackoldpos; /*----------------------------------------------------*/selectpage(register char page) /*换页函数*/{union REGS r;r.x.ax=0x4f05;r.x.bx=0;r.x.dx=page; /*选择页面*/int86(0x10,&r,&r);}unsigned char set_SVGA_mode(int vmode) /*设置SVGA屏幕模式*/{union REGS r;r.x.ax=0x4f02;r.x.bx=vmode;int86(0x10,&r,&r);return(r.h.ah);}unsigned int get_SVGA_mode() /*获取当前SVGA屏幕模式*/{union REGS r;r.x.ax=0x4f03;int86(0x10,&r,&r);return(r.x.bx);}drawbmp(int start_x,int start_y,char filename[]){char buffer[640];int i,j,k,n,r,g,b,width,length;long position;FILE *fp;if((fp=fopen(filename,"rb"))==NULL){printf("Error! Can't open file!");getch();return;}fseek(fp,28,SEEK_SET);fread(&i,2,1,fp);if(i!=8) /*检查是否为256色位图*/{puts("Error!Can't find bitmap!");fclose(fp);getch();exit(0);}fseek(fp,18,SEEK_SET);fread(&width,4,1,fp);fread(&length,4,1,fp);if(firsttime){fseek(fp,54,SEEK_SET);for(i=0;i<256;i++) /*按照该图片的DAC色表设置色彩寄存器*/{b=fgetc(fp);g=fgetc(fp);r=fgetc(fp); /*获取R、G、B分量*/outportb(0x3c8,i);outportb(0x3c9,r>>2); /*右移是要转化为VGA的6位寄存器形式*/ outportb(0x3c9,g>>2);outportb(0x3c9,b>>2);fgetc(fp);}}elsefseek(fp,300,SEEK_SET);k=(width%4)?(4-width%4):0; /*宽度修正值*/for(j=length-1+start_x;j>=start_x;j--){fread(buffer,width,1,fp);for(i=start_y,n=0;i<width+start_y;i++,n++){position=j*640l+i; /*计算要显示点的显存位置*/page_new=position/65536; /*计算显示页*/if(page_new!=page_old) /*当显示页不同时更换页面,提高一定的输出速度*/{selectpage(page_new);page_old=page_new;}pokeb(0xa000,position%65536,buffer[n]); /*写到显存位置*/}fseek(fp,k,SEEK_CUR); /*每行绘制完后修正宽度*/}fclose(fp);}init(){savemode=get_SVGA_mode(); /*先保存原来的屏幕模式*/set_SVGA_mode(0x101); /*硬件无关性初始化屏幕为640*480 256色模式*/ }end(){set_SVGA_mode(savemode); /*恢复屏幕*/}/*----------------------------------------------------*/initpos(){int i,j;for(i=0;i<10;i++)for (j=0;j<9;j++){position[i][j].x=35+i*39;position[i][j].y=43+j*40;}}initchessmap(){board[0][0]=BLACK_JU;board[0][1]=BLACK_MA;board[0][2]=BLACK_XIANG;board[0][3]=BLACK_SHI;board[0][4]=BLACK_JIANG;board[0][5]=BLACK_SHI;board[0][6]=BLACK_XIANG;board[0][7]=BLACK_MA;board[0][8]=BLACK_JU;board[2][1]=BLACK_PAO;board[2][7]=BLACK_PAO;board[3][0]=BLACK_BIN;board[3][2]=BLACK_BIN;board[3][4]=BLACK_BIN;board[3][6]=BLACK_BIN;board[3][8]=BLACK_BIN;board[9][0]=RED_JU;board[9][1]=RED_MA;board[9][2]=RED_XIANG;board[9][3]=RED_SHI;board[9][4]=RED_JIANG;board[9][5]=RED_SHI;board[9][6]=RED_XIANG;board[9][7]=RED_MA;board[9][8]=RED_JU;board[7][1]=RED_PAO;board[7][7]=RED_PAO;board[6][0]=RED_BIN;board[6][2]=RED_BIN;board[6][4]=RED_BIN;board[6][6]=RED_BIN;board[6][8]=RED_BIN;}initdrawchess(){int i,j;;for(i=0;i<10;i++)for(j=0;j<9;j++){if(board[i][j])drawbmp(position[i][j].x,position[i][j].y,chessfile[board[i][j]]); }}drawcursor(struct pos p){int i,j,n,m,x,y;long thisposition;x=position[p.x][p.y].x+20;y=position[p.x][p.y].y+25;for(j=13-1+x,m=13;j>=x;j--,m--){for(i=y,n=0;i<13+y;i++,n++){thisposition=j*640l+i; /*计算要显示点的显存位置*/page_new=thisposition/65536; /*计算显示页*/if(page_new!=page_old) /*当显示页不同时更换页面,提高一定的输出速度*/ {selectpage(page_new);page_old=page_new;}if(cursor[m][n]!=1)if(cursor[m][n]==0)pokeb(0xa000,thisposition%65536,0);elseif(turn==RED)pokeb(0xa000,thisposition%65536,153);elsepokeb(0xa000,thisposition%65536,255);}}}drawselecursor(struct pos p){int i,j,n,m,x,y;long thisposition;x=position[p.x][p.y].x+20;y=position[p.x][p.y].y+25;for(j=13-1+x,m=13;j>=x;j--,m--){for(i=y,n=0;i<13+y;i++,n++){thisposition=j*640l+i; /*计算要显示点的显存位置*/page_new=thisposition/65536; /*计算显示页*/if(page_new!=page_old) /*当显示页不同时更换页面,提高一定的输出速度*/ {selectpage(page_new);page_old=page_new;}if(cursor[m][n]!=1)pokeb(0xa000,thisposition%65536,0);}}}/*----------------------------------------------------*/int getkey(){int press;while(bioskey(1) == 0);press=bioskey(0);press=press&0xff00;return(press);}/*--------------------红方操作--------------------*/int redcanselect(){int x,y;x=redcurpos.x;y=redcurpos.y;if(board[x][y]>=RED_JU&&board[x][y]<=RED_BIN)return 1;elsereturn 0;}int redcanmove(){int i,j,min,max,oldx,oldy,x,y;oldx=redoldpos.x;oldy=redoldpos.y;x=redcurpos.x;y=redcurpos.y;/*case1 目标位置是否是自己人*/if(board[x][y]>=RED_JU&&board[x][y]<=RED_BIN)return 0;/* 军、马、炮、相、士、将、卒的走法正确性的判断*/ switch(board[oldx][oldy]){case RED_BIN: /*完成*/if(oldx>=5){ if(y!=oldy||(oldx-x)!=1) return 0;}else{ if(x==(oldx-1)&&y==oldy) return 1;elseif(x==oldx&&y==(oldy+1)) return 1;elseif(x==oldx&&y==(oldy-1)) return 1;elsereturn 0;}break;case RED_JIANG: /*完成*/if(x!=oldx&&y!=oldy) return 0;if(x!=oldx)if((x-oldx)>1||(oldx-x)>1) return 0;else if(x<7) return 0;else if(y!=oldy)if((y-oldy)>1||(oldy-y)>1) return 0;else if(y<3||y>5) return 0;break;case RED_JU: /*完成*/if(x!=oldx&&y!=oldy) return 0;else if(x!=oldx){ min=(x>oldx)?oldx:x;max=(x>oldx)?x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0;}else if(y!=oldy){ min=(y>oldy)?oldy:y;max=(y>oldy)?y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0;}break;case RED_MA: /*完成*/if((x-oldx)==2&&((y-oldy)==1||(oldy-y)==1)) {if(board[oldx+1][oldy]!=0) return 0;}elseif((oldx-x)==2&&((y-oldy)==1||(oldy-y)==1)) {if(board[oldx-1][oldy]!=0) return 0;}elseif((y-oldy)==2&&((x-oldx)==1||(oldx-x)==1)) {if(board[oldx][oldy+1]!=0) return 0;}elseif((oldy-y)==2&&((x-oldx)==1||(oldx-x)==1)) {if(board[oldx][oldy-1]!=0) return 0;}elsereturn 0;break;case RED_PAO: /*完成*/if(x!=oldx&&y!=oldy) return 0;if(board[x][y]==0){if(x!=oldx){ min=(x>oldx)?oldx:x;max=(x>oldx)?x:oldx;for(i=min+1;i<max;i++)if(board[i][y]!=0) return 0; }else if(y!=oldy){ min=(y>oldy)?oldy:y; max=(y>oldy)?y:oldy;for(i=min+1;i<max;i++)if(board[x][i]!=0) return 0; }}else{if(x!=oldx){ min=(x>oldx)?oldx:x; max=(x>oldx)?x:oldx;for(i=min+1,j=0;i<max;i++) if(board[i][y]!=0) j++;if(j!=1) return 0;}else if(y!=oldy){ min=(y>oldy)?oldy:y; max=(y>oldy)?y:oldy;for(i=min+1,j=0;i<max;i++) if(board[x][i]!=0) j++;if(j!=1) return 0;}}break;case RED_SHI: /*完成*/if(oldx==9||oldx==7){if(x!=8||y!=4) return 0;} else if(oldx==8){if(x==9&&y==3) return 1; elseif(x==9&&y==5) return 1; elseif(x==7&&y==3) return 1; elseif(x==7&&y==5) return 1; else return 0;}else return 0;break;case RED_XIANG: /*完成*/ if(x<5) return 0;if(x!=oldx&&y!=oldy){if((x-oldx)==2&&(y-oldy)==2){i=oldx+1;j=oldy+1;}else if((x-oldx)==2&&(oldy-y)==2) {i=oldx+1;j=oldy-1;}else if((oldx-x)==2&&(y-oldy)==2) {i=oldx-1;j=oldy+1;}else if((oldx-x)==2&&(oldy-y)==2) {i=oldx-1;j=oldy-1;}else return 0;if(board[i][j]!=0) return 0;}else return 0;break;}return 1;}。
象棋引擎原理详解引言象棋引擎是一种能够独立思考并下棋的计算机程序。
它通过搜索和评估棋局来选择最优的走法,并且可以与人类玩家进行对弈。
本文将详细介绍象棋引擎的基本原理,包括搜索算法、评估函数、剪枝技术以及其他一些优化策略。
搜索算法搜索算法是象棋引擎中最核心的部分,它通过遍历可能的走法来找到最佳的下一步。
常用的搜索算法有极小化极大(Minimax)和Alpha-Beta剪枝。
极小化极大算法在极小化极大算法中,引擎会递归地遍历所有可能的走法,并为每个走法分配一个分数。
对于电脑来说,它会选择能够使自己得分最高的走法;对于人类玩家来说,它会选择能够使电脑得分最低的走法。
具体实现时,可以使用深度优先搜索(DFS)或广度优先搜索(BFS)来遍历所有可能的走法。
DFS更常用,因为它可以通过设定搜索深度来控制计算时间。
Alpha-Beta剪枝Alpha-Beta剪枝是一种优化搜索算法的技术。
它通过排除一些不必要的搜索分支来减少搜索空间,从而提高搜索效率。
在Alpha-Beta剪枝中,引擎会维护两个值:alpha和beta。
alpha表示当前最好的走法对电脑来说的最佳分数,beta表示当前最好的走法对人类玩家来说的最佳分数。
在搜索过程中,如果某个节点的评估结果比alpha更好(即更高),则更新alpha;如果某个节点的评估结果比beta更差(即更低),则剪去该节点及其子节点。
这样可以排除一些不可能产生最优解的分支,从而加速搜索过程。
评估函数评估函数是象棋引擎用于评估当前棋局优劣的重要组成部分。
它会根据棋局特征给出一个分数,用于指导搜索算法选择下一步。
评估函数可以基于各种指标进行设计,常见的包括棋子价值、位置价值、攻击威胁等。
具体实现时,可以为每个棋子分配一个固定的价值,并为每个位置分配一个权重。
然后根据棋子和位置的组合情况来计算总分。
评估函数的设计需要考虑多个因素,如棋子价值的权重、位置价值的权重以及不同棋子之间的相互影响等。
#include<stdio.h>#include<math.h>int x[11][12];void main(){int i,j;int x1,y1,x2,y2,rg,gg;int rgo(int,int,int,int);int ggo(int,int,int,int);/*初始化棋子(开局)*/for(i=1;i<=5;i++){ x[i][1]=x[10-i][1]=i+10;x[i][10]=x[10-i][10]=i+20;if(i%2==1){ x[i][4]=x[10-i][4]=17;x[i][7]=x[10-i][7]=27;}}x[2][3]=x[8][3]=16;x[2][8]=x[8][8]=26;for(i=0;i<=9;i++)x[i][0]=i;for(i=1;i<=10;i++)x[0][i]=i;printf("S27\n=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=\n"); for(j=10;j>=0;j--){ for(i=0;i<=9;i++){if(i==0){printf("%2d |",x[i][j]);continue;}if(j==0){printf(" 0%d ",x[i][j]);continue;}switch(x[i][j]){case 0 : printf(" ");break;case 11 : printf(" 车");break;case 12 : printf(" 马");break;case 13 : printf(" 相");break;case 14 : printf(" 士");break;case 15 : printf(" 帅");break;case 16 : printf(" 炮");break;case 17 : printf(" 兵");break;case 21 : printf(" JU ");break;case 22 : printf(" MA ");break;case 23 : printf(" XN ");break;case 24 : printf(" SH ");break;case 25 : printf(" JN ");break;case 26 : printf(" PO ");break;case 27 : printf(" ZU ");break;}}if(j==1)printf("|\n---+-------------------------------------\n");else if(j==0)printf("\n");elseprintf("|\n | |\n");}/*走子*/for(;;){/*红子走子*/for(rg=0;rg==0;){for(x1=0,y1=0,x2=0,y2=0;x[x1][y1]==0||x[x1][y1]>=20||x2<1||y2<1||x2>9||y2>10||x[x2][y2] <20&&x[x2][y2]>10||x[x2][y2]==x[x1][y1];){printf("请输入红子坐标(x1,y1,x2,y2):");scanf("%d,%d,%d,%d",&x1,&y1,&x2,&y2);}if(x[x1][y1]>20){continue;}rg=rgo(x1,y1,x2,y2);if(rg==0)continue;else{if(x[x2][y2]==25){x[x2][y2]=x[x1][y1],x[x1][y1]=0;printf("lu qi shu le\n");}elsex[x2][y2]=x[x1][y1],x[x1][y1]=0;}}printf("S27 制作\n=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=\n"); for(j=10;j>=0;j--){for(i=0;i<=9;i++){if(i==0){printf("%2d |",x[i][j]);continue;}if(j==0){printf(" 0%d ",x[i][j]);continue;}switch(x[i][j]){case 0 : printf(" ");break;case 11 : printf(" 车");break;case 12 : printf(" 马");break;case 13 : printf(" 相");break;case 14 : printf(" 士");break;case 15 : printf(" 帅");break;case 16 : printf(" 炮");break;case 17 : printf(" 兵");break;case 21 : printf(" JU ");break;case 22 : printf(" MA ");break;case 23 : printf(" XN ");break;case 24 : printf(" SH ");break;case 25 : printf(" JN ");break;case 26 : printf(" PO ");break;case 27 : printf(" ZU ");break;}}if(j==1)printf("|\n---+-------------------------------------\n");else if(j==0)printf("\n");printf("|\n | |\n");}/*绿子走子*/for(gg=0;gg==0;){for(x1=0,y1=0,x2=0,y2=0;x[x1][y1]<10||x2<1||y2<1||x2>9||y2>10||x[x2][y2]>20||x[x2][y2]= =x[x1][y1];){printf("请输入绿子坐标(x1,y1,x2,y2):");scanf("%d,%d,%d,%d",&x1,&y1,&x2,&y2);}if(x[x1][y1]<20){continue;}gg=ggo(x1,y1,x2,y2);if(gg==0)continue;else{if(x[x2][y2]==25){x[x2][y2]=x[x1][y1],x[x1][y1]=0;printf("hong qi shu le\n");}elsex[x2][y2]=x[x1][y1],x[x1][y1]=0;}}printf("S27 制作\n=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=\n");for(j=10;j>=0;j--){for(i=0;i<=9;i++){if(i==0){printf("%2d |",x[i][j]);continue;}if(j==0){printf(" 0%d ",x[i][j]);continue;switch(x[i][j]){case 0 : printf(" ");break;case 11 : printf(" 车");break;case 12 : printf(" 马");break;case 13 : printf(" 相");break;case 14 : printf(" 士");break;case 15 : printf(" 帅");break;case 16 : printf(" 炮");break;case 17 : printf(" 兵");break;case 21 : printf(" JU ");break;case 22 : printf(" MA ");break;case 23 : printf(" XN ");break;case 24 : printf(" SH ");break;case 25 : printf(" JN ");break;case 26 : printf(" PO ");break;case 27 : printf(" ZU ");break;}}if(j==1)printf("|\n---+-------------------------------------\n");else if(j==0)printf("\n");elseprintf("|\n | |\n"); }}}/*判定红棋是否有错*/int rgo(int xa,int ya,int xb,int yb){ if(x[xa][ya]==11) /*车*/{int t;if(xb-xa==0){if(yb<ya)t=yb,yb=ya,ya=t;for(t=1+ya;t<yb;t++)if(x[xa][t]!=0&&x[xa][t]<20)return 0;}else if(yb-ya==0){ if(xb<xa)t=xb,xb=xa,xa=t;for(t=1+xa;t<xb;t++)if(x[t][ya]!=0&&x[xa][t]<20)return 0;}else return 0;return 1;}if(x[xa][ya]==12) /*马*/ { if(fabs(yb-ya)==2&&fabs(xb-xa)==1) {if(yb-ya>0&&x[xa][ya+1]!=0)return 0;if(yb-ya<0&&x[xa][ya-1]!=0)return 0;if(x[xb][yb]!=0&&x[xb][yb]<20)return 0;}else if(fabs(xb-xa)==2&&fabs(yb-ya)==1) {if(xb-xa>0&&x[xa+1][ya]!=0)return 0;if(xb-xa<0&&x[xa-1][ya]!=0)return 0;if(x[xb][yb]!=0&&x[xb][yb]<20)return 0;}else return 0;return 1;}if(x[xa][ya]==13) /*相*/ {if(yb>5)return 0;if(fabs(yb-ya)==2&&fabs(xb-xa)==2) {if(yb-ya>0){if(xb-xa>0&&x[xa+1][ya+1]!=0)return 0;else if(xb-xa<0&&x[xa-1][ya+1]!=0)return 0;}else{if(xb-xa>0&&x[xa+1][ya-1]!=0)return 0;else if(xb-xa<0&&x[xa-1][ya-1]!=0)return 0;}if(x[xb][yb]!=0&&x[xb][yb]<20)return 0;}else return 0;return 1;}if(x[xa][ya]==14) /*士*/{if(xb<4||xb>6||yb>3)return 0;if(x[xb][yb]!=0&&x[xb][yb]<20)return 0;if(fabs(yb-ya)==fabs(xb-xa)==1)return 1;else return 0;}if(x[xa][ya]==15) /*帅*/{if(xb<4||xb>6||yb>3)return 0;if((fabs(yb-ya)==1&&xb-xa==0)||(fabs(xb-xa)==1&&yb-ya==0)) return 1;else return 0;}if(x[xa][ya]==16) /*炮*/{int t,k;if(yb-ya==0){if(xb<xa)t=xb,xb=xa,xa=t;for(t=0,k=1;xb>xa+k;k++)if(x[xa+k][ya]!=0)t++;if(t>1)return 0;else if(t==0){if(x[xb][yb]==0||x[xa][ya]==0)return 1;else return 0;}else if(t==1){if(x[xb][yb]>20)return 1;else return 0;}}else if(xb-xa==0){if(yb<ya)t=yb,yb=ya,ya=t;for(t=0,k=1;yb>ya+k;k++)if(x[xa][ya+k]!=0)t++;if(t>1)return 0;else if(t==0){if(x[xb][yb]==0||x[xa][ya]==0)return 1;else return 0;}else if(t==1){if(x[xb][yb]>20)return 1;else return 0;}}else return 0;}if(x[xa][ya]==17) /*兵*/{if(yb==ya&&fabs(xb-xa)==1||yb-ya==1&&xb==xa) {if((ya==4||ya==5)&&xb!=xa)return 0;if(x[xb][yb]!=0&&x[xb][yb]<20)return 0;}else return 0;}}/*判定绿棋是否有错*/int ggo(int xa,int ya,int xb,int yb){if(x[xa][ya]==21) /*车*/ {int t;if(xb-xa==0){if(yb<ya)t=yb,yb=ya,ya=t;for(t=1+ya;t<yb;t++)if(x[xa][t]!=0&&x[xa][t]>20)return 0;}else if(yb-ya==0){if(xb<xa)t=xb,xb=xa,xa=t;for(t=1+xa;t<xb;t++)if(x[t][ya]!=0&&x[t][ya]>20)return 0;}else return 0;return 1;}if(x[xa][ya]==22) /*马*/ {if(fabs(yb-ya)==2&&fabs(xb-xa)==1) {if(yb-ya>0&&x[xa][ya+1]!=0)return 0;if(yb-ya<0&&x[xa][ya-1]!=0)return 0;if(x[xb][yb]!=0&&x[xb][yb]>20)return 0;}else if(fabs(xb-xa)==2&&fabs(yb-ya)==1) {if(xb-xa>0&&x[xa+1][ya]!=0)return 0;if(xb-xa<0&&x[xa-1][ya]!=0)if(x[xb][yb]!=0&&x[xb][yb]>20)return 0;}else return 0;return 1;}if(x[xa][ya]==23) /*相*/ {if(yb<6)return 0;if(fabs(yb-ya)==2&&fabs(xb-xa)==2) {if(yb-ya>0){if(xb-xa>0&&x[xa+1][ya+1]!=0)return 0;else if(xb-xa<0&&x[xa-1][ya+1]!=0)return 0;}else{if(xb-xa>0&&x[xa+1][ya-1]!=0)return 0;else if(xb-xa<0&&x[xa-1][ya-1]!=0)return 0;}if(x[xb][yb]!=0&&x[xb][yb]>20)return 0;}else return 0;return 1;}if(x[xa][ya]==24) /*士*/ {if(xb<4||xb>6||yb<8)return 0;if(x[xb][yb]!=0&&x[xb][yb]>20)return 0;if(fabs(yb-ya)==fabs(xb-xa)==1) return 1;else return 0;}if(x[xa][ya]==25) /*帅*/ {return 0;if((fabs(yb-ya)==1&&xb-xa==0)||(fabs(xb-xa)==1&&yb-ya==0)) return 1;else return 0;}if(x[xa][ya]==26) /*炮*/{ int t,k;if(yb-ya==0){ if(xb<xa)t=xb,xb=xa,xa=t;for(t=0,k=1;xb>xa+k;k++)if(x[xa+k][ya]!=0)t++;if(t>1)return 0;else if(t==0){ if(x[xb][yb]==0||x[xa][ya]==0)return 1;else return 0;}else if(t==1){ if(x[xb][yb]<20)return 1;else return 0;}}else if(xb-xa==0){if(yb<ya)t=yb,yb=ya,ya=t;for(t=0,k=1;yb>ya+k;k++)if(x[xa][ya+k]!=0)t++;if(t>1)return 0;else if(t==0){if(x[xb][yb]==0||x[xa][ya]==0)return 1;else return 0;}else if(t==1){return 1;else return 0;}}else return 0;}if(x[xa][ya]==27) /*兵*/{if(yb==ya&&fabs(xb-xa)==1||ya-yb==1&&xb==xa) {if((ya==6||ya==7)&&xb!=xa)return 0;if(x[xb][yb]!=0&&x[xb][yb]>20)return 0;}else return 0;return 1;}}。
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中国象棋#include<stdio.h>#include<conio.h>#include<string.h>#include<stdlib.h>#include<windows.h>int x, y, i, j, k, p, q, num = 1, round; //象棋游戏的全局变量int px1 = 0, py1 = 0, px2 = 0, py2 = 0;int ck_x, ck_y, ck_t; //基本参数char ch, tn = 'O', tn1 = 'N', tp, tp1;char ck_1[9][3] ={"車","馬","相","仕","帥","砲","兵","+-"}; //取棋子时只判断前8合法char ck_2[9][3] ={"车","马","象","士","将","炮","卒","+-"};//下棋子时判断多一个空位合法char check[3];void ckm1(char* tp,char* tp1,char* tn,char* tn1,int *num,int *if_ov,char map[100][100]) {//象棋函数判断将方下棋是否合法check[0] = *tp; check[1] = *tp1; check[2] = '\0';char a,b;for ( i = 0; i < 8; i++){ if ( strcmp(ck_2[i],check) == 0){ *tp = *tn; *tp1 = *tn1; *tn = 'O'; *tn1 = 'N';if( i < 7){ printf(" 将方的%s被吃",ck_2[i]); Sleep(500); }*num = *num + 1;for( k = 4; k <= 8; k = k + 2)//判断将是否死亡{for(j = 15; j <= 23; j= j+ 4){ if (map[k][j] == ck_2[4][0] && map[k][j+1] == ck_2[4][1]){ px2 = k; py2 = j; break; }}if( j <= 23) break;}if( k == 10){printf(" 将被将死帥方获得胜利\n"); printf("按任意键返回菜单");getch( ); *if_ov = 1; return;}for( k = 18; k <= 22; k = k + 2) //判断帥是否死亡{for(j = 15; j <= 23; j= j+ 4){if(map[k][j] == ck_1[4][0] && map[k][j+1] == ck_1[4][1]){px1 = k; py1 = j; break; }}if( j <= 23) break;}if ( k == 24){printf(" 帥被将死将方获得胜利\n"); printf("按任意键返回菜单");getch( ); *if_ov = 1; return;}if ( py1 == py2){for( k = px2 + 2; k <= px1 - 2; k = k +2) {if(map[k][py1] != '+') break;}if( k == px1){if(round == 1) printf(" 帥方对将将方胜利");else if( round == 2) printf(" 将方对将帥方胜利");printf("按任意键返回菜单"); getch( ); *if_ov = 1; return;}}break;}} // for ( i = 0; i < 8; i++)循环结束if( i == 8) {printf("不合法的走法\n"); Sleep(500); }}void ckm2(char* tp,char* tp1,char* tn,char* tn1,int *num,int *if_ov,char map[100][100]) {//象棋函数判断帥方下棋是否合法check[0] = *tp; check[1] = *tp1; check[2] = '\0';char a,b;for ( i = 0; i < 8; i++){if ( strcmp(ck_1[i],check) == 0){ *tp = *tn; *tp1 = *tn1; *tn = 'O'; *tn1 = 'N';if( i < 7) {printf(" 帥方的%s被吃",ck_1[i]); Sleep(500); }*num = *num + 1;for( k = 4; k <= 8; k = k + 2) //判断将是否死亡{for(j = 15; j <= 23; j= j+ 4){if(map[k][j] == ck_2[4][0] && map[k][j+1] == ck_2[4][1]){px2 = k; py2 = j; break; }}if( j <= 23) break;}if( k == 10){printf(" 将被将死帥方获得胜利\n");printf("按任意键返回菜单"); getch( );*if_ov = 1; return;}for( k = 18; k <= 22; k = k + 2) //判断帥是否死亡{for(j = 15; j <= 23; j= j+ 4){if(map[k][j] == ck_1[4][0] && map[k][j+1] == ck_1[4][1]){px1 = k; py1 = j; break; }}if( j <= 23) break;}if( k == 24){printf(" 帥被将死将方获得胜利\n");printf("按任意键返回菜单"); getch( );*if_ov = 1; return;}if( py1 == py2){for( k = px2 + 2; k <= px1 - 2; k = k +2) {if(map[k][py1] != '+') break; }if( k == px1){if(round == 1) printf(" 帥方对将将方胜利");else if( round == 2) printf(" 将方对将帥方胜利");printf("按任意键返回菜单"); getch( ); *if_ov = 1; return;}}break;}} // for ( i = 0; i < 8; i++)循环结束if( i == 8) {printf("不合法的走法\n"); Sleep(500); }}void xiangqi( )//象棋主程序{char map[100][100]= { "[[===================================]]","[| ①帥【象棋】②将|]","[[===================================]]","[[-----------------------------------]]","[[ 车—-马—-象—-士—-将—-士—-象—-马—-车]]","[[ | | | | \\ | / | | | | ]]","[[ +-—-+-—-+-—-+-—-+-—-+-—-+-—-+-—-+-]]","[[ | | | | / | \\ | | | | ]]","[[ +-—-炮—-+-—-+-—-+-—-+-—-+-—-炮—-+-]]","[[ | | | | | | | | | ]]","[[ 卒—-+-—-卒—-+-—-卒—-+-—-卒—-+-—-卒]]","[[ | | | | | | | | | ]]","[[ +-—-+-—-+-—-+-—-+-—-+-—-+-—-+-—-+-]]","[[===================================]]","[[ +-—-+-—-+-—-+-—-+-—-+-—-+-—-+-—-+-]]","[[ | | | | | | | | | ]]","[[ 兵—-+-—-兵—-+-—-兵—-+-—-兵—-+-—-兵]]","[[ | | | | | | | | | ]]","[[ +-—-砲—-+-—-+-—-+-—-+-—-+-—-砲—-+-]]","[[ | | | | \\ | / | | | | ]]","[[ +-—-+-—-+-—-+-—-+-—-+-—-+-—-+-—-+-]]","[[ | | | | / | \\ | | | | ]]","[[ 車—-馬—-相—-仕—-帥—-仕—-相—-馬—-車]]","[[-----------------------------------]]","[[===================================]]"};int if_ov = 0;system("mode con cols=42 lines=32"); //迷你界面system("color 70");printf("[[==================================]]\n");printf("[[ -------------------------------- ]]\n");printf("[[ | | ]]\n");printf("[[ | 【<<游戏规则>>】| ]]\n");printf("[[ | | ]]\n");printf("[[ |------------------------------| ]]\n");printf("[[ | 控制wasd双方轮流控制指针下棋| ]]\n");printf("[[ |------------------------------| ]]\n");printf("[[ | 键盘输入大小写‘M ’| ]]\n");printf("[[ | 都视为确认下棋| ]]\n");printf("[[ |------------------------------| ]]\n");printf("[[ | 为了方便区分棋子| ]]\n");printf("[[ | 先手方全设为繁体复杂字体| ]]\n");printf("[[ |------------------------------| ]]\n");printf("[[ |------------------------------| ]]\n");printf("[[ | 我已阅读规则,按任意键继续| ]]\n");printf("[[ |------------------------------| ]]\n");printf("[[==================================]]\n");getch( );system("mode con cols=42 lines=32"); //迷你界面system("color 70");for ( i = 0; i < 27; i++){ puts(map[i]); Sleep(100); }x = 6, y = 19; tp = map[x][y]; tp1 = map[x][y+1];while(num){ if (num % 2 == 1 &&num / 2 % 2 == 0){ printf(" 现在是'帥'的回合\n");round = 1; } else if( num %2 == 1){ printf(" 现在轮到'将'的回合了\n");round = 2; }ch = getch( );if ( ch == 's') //下移{ if ( map[x+1][y]!= '-'){map[x][y] =tp; map[x][y+1] = tp1;x = x + 2; tp = map[x][y]; tp1 = map[x][y+1];map[x][y] = tn; map[x][y+1] = tn1;}}else if ( ch == 'a') //左移{ if (map[x][y-1]!=' '){map[x][y] =tp; map[x][y+1] = tp1;y = y - 4; tp = map[x][y]; tp1 = map[x][y+1];map[x][y] = tn; map[x][y+1] = tn1;}}else if ( ch == 'w') //上移{ if ( map[x-1][y]!= '-'){map[x][y] =tp; map[x][y+1] = tp1;x = x - 2; tp = map[x][y]; tp1 = map[x][y+1];map[x][y] = tn; map[x][y+1] = tn1;}}else if ( ch == 'd') //右移{ if (map[x][y+2]!=']'){map[x][y] =tp; map[x][y+1] = tp1;y = y + 4; tp = map[x][y]; tp1 = map[x][y+1];map[x][y] = tn; map[x][y+1] = tn1;}}else if( ch == 'm' || ch =='M')//M确认要移动的棋子,或确认要移到的目的地{ if (num % 2 == 1 && tp != '+' && tp1 != '-') //取子{check[0] = tp; check[1] = tp1; check[2] = '\0';if ( round == 1){ for ( i = 0; i < 7; i++) //将方{ if ( strcmp(ck_1[i],check) == 0){tn = tp; tn1 = tp1; tp = '+'; tp1 = '-';ck_x = x; ck_y = y; ck_t = 10 + i;num++; break;}}if( i == 7){ printf("这不是你的棋子\n"); Sleep(500); }}else if( round == 2){for ( i = 0; i < 7; i++) //帅方{ if( strcmp(ck_2[i],check) == 0){tn = tp; tn1 = tp1; tp = '+'; tp1 = '-';ck_x = x; ck_y = y; ck_t = 20 + i;num++; break;}}if( i == 7){ printf("这不是你的棋子\n"); Sleep(500); }}}else if( num % 2 == 0) //放子{ char ck_1[8][3] ={"车","马","象","士","将","炮","卒","+-"};char ck_2[8][3] ={"俥","馬","相","仕","帥","軳","兵","+-"};//中界楚河上下坐标12 15 往下2 往右4if ( ck_t < 20){if( ck_t == 10) //车的走法规范(将方){ if((x == ck_x && y == ck_y)){tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if( y == ck_y ){ if( x > ck_x){ for(j = ck_x + 2; j < x;j = j + 2){ if(map[j][y] == '+'); else{printf("不合法的下法\n"); Sleep(500); break; }}if( j >= x) ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);}if( x < ck_x){ for(j = ck_x - 2; j > x;j = j - 2){ if(map[j][y] == '+'); else{printf("不合法的下法\n"); Sleep(500); break; }}if( j <= x) ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);}}else if( x == ck_x ){if( y > ck_y){for(j = ck_y + 4; j < y;j = j + 4){if(map[x][j] == '+'); else {printf("不合法的下法\n"); Sleep(500); break; }}if( j >= y) ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);}if( y < ck_y){for(j = ck_y - 4; j > y;j = j - 4){ if(map[x][j] == '+'); else { printf("不合法的下法\n"); Sleep(500); break; }}if( j <= y) ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);}}else { printf("不合法的下法\n"); Sleep(500); }}if( ck_t == 11) //马的走法规范{if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if( (abs( x - ck_x) == 2&& abs( y - ck_y) == 8)&& map[ck_x][(y+ck_y)/2] =='+') {ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map); }else if( (abs( x - ck_x) == 4&& abs( y - ck_y) == 4)&& map[(x + ck_x)/2][ck_y] == '+' ) {ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map); }else { printf("不合法的下法\n");Sleep(500); }}if( ck_t == 12) //相的走法规范{ if((x == ck_x && y == ck_y)){tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if( x >= 15 &&(abs(y - ck_y) == 8 && abs(x - ck_x) == 4)){if((x == 22 && (y == 11 || y == 27))||(x == 18 &&( y == 3 || y == 19 || y == 35)) ||(x == 14 && (y == 11|| y ==27))){ if( map[(x+ck_x)/2][(y+ck_y)/2] == '+')ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else {printf("棋子卡住,不可执行"); Sleep(500); }}else {printf("不合法的下法\n");Sleep(500); }}else {printf("不合法的下法\n"); Sleep(500); }}if( ck_t == 13) //士的走法规范{ if((x == ck_x && y == ck_y)){tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if( abs(x - ck_x)== 2 && abs( y - ck_y) == 4 &&((x==22 && (y == 15 || y == 23)) || ( x == 20 && y == 19) || ( x == 18 && ( y == 15 || y == 23)))){ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map); }else { printf("不合法的下法\n"); Sleep(500); }}if( ck_t == 14) //将的走法规范{ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if( ((abs(x - ck_x)== 2 && abs( y - ck_y) == 0 )|| (abs(x - ck_x)== 0 && abs( y - ck_y) == 4)) && x >= 18 && x <= 22 && y >= 15 && y <= 23 ){ ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map); }else { printf("不合法的下法\n"); Sleep(500); }}if( ck_t == 15) //炮的走法规范{ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if( y == ck_y ){ int check_pao = 0;if( x > ck_x){ for(j = ck_x + 2; j<= x ;j = j+ 2){ if(map[j][y] == '+' ); else check_pao++;}if(check_pao == 1&& tp == '+') // 直线行走但不可吃棋子ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else if( check_pao == 2 && tp != '+') //跳跃吃棋ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n"); Sleep(500); }}else { for(j = ck_x - 2; j>= x;j = j - 2){ if(map[j][y] == '+' ); else { check_pao++;} }if(check_pao == 1&& tp == '+') //直线行走但不可吃棋子ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else if( check_pao == 2 && tp != '+') //跳跃吃棋ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n"); Sleep(500); }}}else if( x == ck_x ){ int check_pao = 0;if( y > ck_y){ for(j = ck_y + 4; j<= y ;j = j+4){ if(map[x][j] == '+' ); else check_pao++;}if(check_pao == 1&& tp == '+') //直线行走但不可吃棋子ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else if( check_pao == 2 && tp != '+') //跳跃吃棋ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n"); Sleep(500); }}else {for(j = ck_y - 4; j>= y;j = j - 4){if(map[x][j] == '+' ); else check_pao++;}if(check_pao == 1&& tp == '+') //直线行走但不可吃棋子ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else if( check_pao == 2 && tp != '+') //跳跃吃棋ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n"); Sleep(500); }}}else { printf("不合法的下法\n");Sleep(500); }}if( ck_t == 16) //卒的走法规范{ if ( x >= 14){ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if( x == ck_x - 2 && y == ck_y)ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n"); Sleep(500); }}else{ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if((x - ck_x == 0 && abs(y-ck_y) ==4) ||( x - ck_x == -2 && abs(y-ck_y) == 0)) ckm1(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n"); Sleep(500); }}}}else { if( ck_t == 20) //车的走法规范(帅方){ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if( y == ck_y ){ if( x > ck_x){ for(j = ck_x + 2; j < x;j = j + 2){ if(map[j][y] == '+'); else {printf("不合法的下法\n"); Sleep(500); break; } }if( j >= x) ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);}if( x < ck_x){ for(j = ck_x - 2; j > x;j = j - 2){ if(map[j][y] == '+'); else { printf("不合法的下法\n"); Sleep(500); break; } }if( j <= x) ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);}}else if( x == ck_x ){ if( y > ck_y){ for(j = ck_y + 4; j < y;j = j + 4){ if(map[x][j] == '+'); else { printf("不合法的下法\n"); Sleep(500); break; } }if( j >= y) ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);}if( y < ck_y){ for(j = ck_y - 4; j > y;j = j - 4){ if(map[x][j] == '+'); else { printf("不合法的下法\n");Sleep(500); break; } }if( j <= y) ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);}}else { printf("不合法的下法\n"); Sleep(500); }}if( ck_t == 21) //马的走法规范{ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n");printf("还是你的回合"); Sleep(500);}else if( (abs( x - ck_x) == 2&& abs( y - ck_y) == 8)&&map[ck_x][(y+ck_y)/2] =='+'){ ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map); }else if( (abs( x - ck_x) == 4&& abs( y - ck_y) == 4)&&map[(x + ck_x)/2][ck_y] == '+' ){ ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map); }else { printf("不合法的下法\n");Sleep(500); }}if( ck_t == 22) //相的走法规范{ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n");printf("还是你的回合"); Sleep(500);}else if( x <= 12 && (abs(y - ck_y) == 8 && abs(x - ck_x) == 4)){ if((x == 4 && (y == 11 || y == 27))||(x == 8 && ( y == 3 || y == 19 || y == 35)) ||(x == 12 && (y == 11|| y ==27))){ if( map[(x+ck_x)/2][(y+ck_y)/2] == '+')ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("棋子卡住,不可执行");Sleep(500); }}else {printf("不合法的下法\n");Sleep(500); }}else { printf("不合法的下法\n");Sleep(500); }}if( ck_t == 23) //士的走法规范{ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n");printf("还是你的回合"); Sleep(500);}else if( abs(x - ck_x)== 2 && abs( y - ck_y) == 4 &&((x==4 &&(y == 15 || y == 23)) || ( x == 6 && y == 19) || ( x == 8 && ( y == 15 || y == 23)))) { ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map); }else { printf("不合法的下法\n");Sleep(500); }}if( ck_t == 24) //将的走法规范{ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n");printf("还是你的回合"); Sleep(500);}else if( ((abs(x - ck_x)== 2 && abs( y - ck_y) == 0 )|| (abs(x - ck_x)== 0 && abs( y - ck_y) == 4)) && x >= 4 && x <= 8 && y >= 15 && y <= 23 ){ ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map); }else {printf("不合法的下法\n");Sleep(500); }}if( ck_t == 25) //炮的走法规范{ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n");printf("还是你的回合"); Sleep(500);}else if( y == ck_y ){ int check_pao = 0;if( x > ck_x){ for(j = ck_x + 2; j<= x ;j = j+ 2){ if(map[j][y] == '+' ); else check_pao++;}if(check_pao == 1&& tp == '+') //直线行走但不可吃棋子ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else if( check_pao == 2 && tp != '+') //跳跃吃棋ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n");Sleep(500); }}else { for(j = ck_x - 2; j>= x;j = j - 2){ if(map[j][y] == '+' ); else { check_pao++;} }if(check_pao == 1&& tp== '+') //直线行走但不可吃棋子ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else if( check_pao == 2 && tp != '+') //跳跃吃棋ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n");Sleep(500); }}}else if( x == ck_x ){ int check_pao = 0;if( y > ck_y){ for(j = ck_y + 4; j<= y ;j = j+4){ if(map[x][j] == '+' ); else check_pao++;}if(check_pao == 1&& tp == '+') //直线行走但不可吃棋子ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else if( check_pao == 2 && tp != '+') //跳跃吃棋ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n");Sleep(500); }}else{ for(j = ck_y - 4 ; j>= y;j = j - 4){ if(map[x][j] == '+' ); else check_pao++;}if(check_pao ==1&& tp == '+') //直线行走但不可吃棋子ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else if( check_pao == 2&& tp != '+') //跳跃吃棋ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n");Sleep(500); }}}else { printf("不合法的下法\n");Sleep(500); }}if( ck_t == 26) //卒的走法规范{ if( x <= 12){ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n"); printf("还是你的回合"); Sleep(500);}else if( x == ck_x + 2 && y == ck_y)ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n");Sleep(500); }}else{ if((x == ck_x && y == ck_y)){ tp = tn; tp1 = tn1; tn = 'O'; tn1 = 'N'; num--;printf("三思而后行\n");printf("还是你的回合"); Sleep(500);}else if((x - ck_x == 0 && abs(y-ck_y) ==4) ||( x - ck_x == 2&& abs(y-ck_y) == 0))ckm2(&tp,&tp1,&tn,&tn1,&num,&if_ov,map);else { printf("不合法的下法\n");Sleep(500); }}}}}}system("cls");if( if_ov) return;for(i = 0; i < 27; i++)puts(map[i]);}Sleep(5000);}int main( ){while(1){xiangqi( );printf("\n 重来,请按键.\n");getch( );}return 0;}。
本科毕业论文(科研训练、毕业设计)题目:中国象棋博弈算法研究姓名:李文耀学院:软件学院系:软件工程专业:软件工程年级:2004级学号:04369083指导教师:史亮职称:副教授2008年6月5日摘要计算机博弈是人工智能研究的一个重要分支,被专家门称为人工智能界的果蝇,意思是说人类对计算机博弈的研究衍生了大量的研究成果,这些成果在人工智能领域产生了重要影响。
国际象棋计算机博弈研究已经有了五十多年的历史,IBM公司在1997年开发出了超级计算机“深蓝”战胜了当时世界国际象棋大师卡斯帕罗夫,标志其水平已达到国际象棋世界冠军水平。
而中国象棋的历史更为悠久,虽然中国象棋计算机博弈研究起步晚于国际象棋,但起点高,国际象棋计算机博弈研究的成果为我们提供了很多的借鉴技术。
近年来随着研究的不断深入,中国象棋计算机博弈越来越成为继国际象棋后计算机博弈研究的热点之一。
本文在对目前主流的计算机博弈技术进行全面的综述后,对构成计算机博弈系统的四个组成部分进行了优化和改进,特别是针对静态估值算法不能应对局势变化的固有缺点,提出了动态局势再评估算法。
在此之上实现了一个中国象棋计算机博弈系统,论文主要研究了以下3方面的问题:第一、对计算机博弈系统的四个组成部分及基础技术进行了研究,包括数据结构,着法生成,搜索算法,估值算法。
第二、研究了建立在Alpha-Beta搜索算法基础之上的各种优化技术。
主要讨论了窗口探测,静寂搜索,历史启发,深层迭代,Null Move5个方面的优化方法,并根据实验结果结合置换表技术提出了具体的组合方案。
第三、论文针对目前广泛使用的静态估值算法不能应对局势变化的固有缺点,提出了动态局势再评估算法。
通过引入“局势因子”,使得估值算法根据当前局面形势做出攻防策略。
关键词:人工智能;中国象棋;博弈算法;动态局势再评估;局势因子AbstractComputer game is an important branch of artificial intelligence research. It is described as a fruit fly of the artificial intelligence by experts. That’s to say human’s research to the computer game has achieved massive research results. These achievements have played an important influence on a more widespread domain. Throug overseas researchers’ exploration of chess gambling system for more than 50 years, IBM Corporation developed super computer ”DarkBlue” in1997,and has defeated world chess master Ksparov; while the Chinese chess history is more glorious. The research of Chinese chess computer game is later than the research of chess computer game, but it based on the computer g ame’s research results. With the deeper study of research, Chinese chess computer game becomes one of the most active parts of computer game research area recently.After summarizing related researches on Chinese chess computer game. Some key problems are studied and discussed in this dissertation. Based on above work,an integrated Chinese chess computer game system are designed and developed. The whole work mainly focuses on the following three aspects:1. Introduce the key component parts of a Chinese chess computer game system which involve date structure, generate legal moves, search algorithms and evaluate algorithms.2. Make a study on the optimization of search algorithm based on the Alpha-Beta algorithm which included Principal Variation Search, quiescence search, history heuristic, interative deepening, null-move pruning and so on.3. This paper provides an algorithm called “dynamic situation evaluate algorithm” which avoids the drawback of static evaluate. As the introduction of “decision factor”, computer can make decisions by situation.Key words: artificial intelligence; Chinese chess; game algorithm; dynamic situation evaluate algorithm; decision factor目录第一章绪论 (8)1.1 选题背景和研究意义 (8)1.2 中国象棋计算机博弈的发展历程 (8)1.3 国内外研究现状 (10)1.4 本文的主要工作和论文结构 (11)第二章背景知识 (13)2.1 数据结构 (13)2.1.1 棋盘表示 (13)2.1.2 置换表 (14)2.2 着法生成 (15)2.3 搜索算法 (16)2.3.1 博弈树的基本概念 (16)2.3.2极大极小算法 (17)2.3.3 负极大值法 (19)2.3.4 Alpha-Beta搜索算法 (20)2.4 估值算法 (22)2.5 本章小结 (23)第三章搜索算法的优化 (24)3.1 窗口探测 (24)3.1.1渴望搜索 (24)3.1.2 极小窗口算法 (25)3.2 静寂搜索 (26)3.3 历史启发 (26)3.4 深层迭代 (27)3.5 Null Move (29)3.6 内存优化 (29)3.7 本章小结 (30)第四章动态局势再评估算法 (31)4.1 静态评估算法详述 (31)4.1.1 对子力和攻击性的评估 (31)4.1.2 对棋子位置附加值的评估 (31)4.1.3 对灵活性的评估 (32)4.1.4 对棋子的协调性和保护性的评估 (32)4.1.5 静态估值函数 (33)4.2 静态估值函数的缺陷 (33)4.3 局势因子及动态局势再评估函数 (33)4.4 动态局势再评估算法的步骤 (36)4.5 本章小结 (36)第五章中国象棋计算机博弈系统——出棋制胜的设计与实现 (38)5.1 系统设计 (38)5.1.1中国象棋通用引擎协议层(UCCI) (38)5.1.2 “出棋制胜”软件系统结构图 (39)5.2 详细设计 (39)5.2.1 棋盘棋子表示 (39)5.2.2 着法生成 (40)5.2.3 搜索算法 (43)5.2.4 评估算法 (45)5.2.5 置换表 (45)5.3 实验结果和相关问题的讨论 (46)5.4 本章小结 (47)第六章总结 (48)致谢 (49)参考文献 (50)ContentsChapter 1 Introduction (8)1.1 Research Topics’ Background and Significance (8)1.2 Chinese Chess Computer Game’s Developing Process (8)1.3 The Status Quo at Home and Abroad (10)1.4 The Main Work and Structure of this thesis (11)Chapter 2 Background Knowledge (13)2.1 Date Structure (13)2.1.1 Chess Board Expression (13)2.1.2 Transposing Table (14)2.2 Moves Generation (15)2.3 Search Algorithms (16)2.3.1 game tree’s concept (16)2.3.2 Minimax Algorithm (17)2.3.3 Negamax Algorithm (19)2.3.4 Alpha-Beta Algorithm (20)2.4 Evaluate Algorithm (22)2.5 Chapter Summary (23)Chapter 3 The Optimization of Search Algorithm (24)3.1 Window Detection (24)3.1.1 Eager Search (24)3.1.2 Principal Variation Search (25)3.2 Quiescence Search (26)3.3 History Heuristic (26)3.4 Interative Deepening (27)3.5 Null Move (29)3.6 Memory Optimization (29)3.7 Chapter Summary (30)Chaper 4 Dynamic Situation Evaluate Algorithm (31)4.1 Static Evaluate Algorithm (31)4.1.1 The Evaluation of The C hessman’s Value (31)4.1.2 The Evaluation of The C hessman’s Position (31)4.1.3 The Evaluation of The C hessman’s Movability (32)4.1.4 The Evaluation of The C hessman’s Compatibility (32)4.1.5 Static Evaluate Method (33)4.2 Static Evaluate Method’s Disadvantage (33)4.3 Decision Factor and Dynamic Situation Evaluate Algorithm (33)4.4 The Steps of Dynamic Situation Evaluate Algorithm (36)4.5 Chapter Summary (36)Chaper 5 Chinese Chess Computer Game System (38)5.1 System Design (38)5.1.1 Universal Chinese Chess Protocol (UCCI) (38)5.1.2 The Structure of The System (39)5.2 Detailed Design (39)5.2.1 Chess Board Expression (39)5.2.2 Moves Generation (40)5.2.3 Search Algorithms (43)5.2.4 Evaluate Algorithm (45)5.2.5 Transposing Table (45)5.3 The Experimental Results and Discuss Related Issues (46)5.4 Chapter Summary (47)Chapter 6 Summary (48)Acknowledgement (49)References (50)第一章绪论1.1 选题背景和研究意义计算机博弈是人工智能研究的一个重要分支,被专家门称为人工智能界的果蝇,意思是说人类对计算机博弈的研究衍生了大量的研究成果,这些成果在人工智能领域产生了重要影响。