目录
- 效果展示
- 项目基本结构
- HTML 代码
- CSS 代码
- JS 代码
- 人工智能初始化
- 迭代加深搜索算法
- 取得棋盘上所有棋子
- 取得棋谱所有己方棋子的算法
- A:当前棋手value/B:对手value/depth:层级
- 奖着法记录到历史表
- 评估棋局 取得棋盘双方棋子价值差
- 完整源码下载
效果展示
在线演示地址
项目基本结构
目录结构如下:
HTML 代码
HTML 主要代码:
<div class="box" id="box">
<div class="chess_left">
<canvas id="chess">对不起,您的浏览器不支持HTML5,请升级浏览器至IE9、firefox或者谷歌浏览器!</canvas>
<audio src="audio/click.wav" id="clickAudio" preload="auto"></audio>
<!--<audio src="audio/check.wav" id="checkAudio" preload="auto"></audio>-->
<audio src="audio/select.wav" id="selectAudio" preload="auto"></audio>
<link rel="stylesheet" type="text/css" href="https://www.bootcss.com/p/buttons/css/buttons.css" rel="external nofollow" >
<div>
<div class="bn_box" id="bnBox">
<input type="button" name="offensivePlay" id="tyroPlay" class="button button-caution button-pill button-jumbo" value="新手水平" />
<input type="button" name="offensivePlay" id="superPlay" class="button button-caution button-pill button-jumbo" value="中级水平" />
<input type="button" name="button" id="" value="大师水平" class="button button-caution button-pill button-jumbo" disabled /><br>
<!--
<input type="button" name="offensivePlay" id="offensivePlay" value="先手开始" />
<input type="button" name="defensivePlay" id="defensivePlay" value="后手开始" />
-->
<input type="button" name="regret" id="regretBn" class="button button-raised button-pill button-inverse" value="悔棋" />
<input type="button" name="billBn" id="billBn" value="重新开始" class="button button-glow button-rounded button-royal" class="bn_box" />
<input type="button" name="stypeBn" id="stypeBn" class="button button-raised button-primary button-pill" value="放大棋局" />
</div>
</div>
</div>
<div class="chess_right" id="chessRight">
<select name="billList" id="billList">
</select>
<ol id="billBox" class="bill_box">
</ol>
</div>
<div id="moveInfo" class="move_info"> </div>
</div>
CSS 代码
CSS主要代码:
@charset "gb2312";
body {
font-size: 12px;
line-height: 150%;
}
.box {
margin:0 auto;
width:460px;
position: relative;
}
.chess_left {
float:left;
text-align:center
}
.chess_right {
float:left;
display:none
}
.move_info {
float:left;
margin-top:20px
}
.bill_box {
height: 320px;
width: 80px;
overflow:auto;
}
.bill_box li {
cursor:pointer;
text-align:left
}
.bill_box li:hover {
cursor:pointer;
background: #C6A577;
}
.bill_box li:active {
cursor:pointer;
background: #fff;
}
#billList {
margin-top:20px
}
.bn_box {
display:none
}
JS 代码
JS代码较多这里只展示部分JS代码
人工智能初始化
AI.init = function(pace){
var bill = AI.historyBill || com.gambit; //开局库
if (bill.length){
var len=pace.length;
var arr=[];
//先搜索棋谱
for (var i=0;i< bill.length;i++){
if (bill[i].slice(0,len)==pace) {
arr.push(bill[i]);
}
}
if (arr.length){
var inx=Math.floor( Math.random() * arr.length );
AI.historyBill = arr ;
return arr[inx].slice(len,len+4).split("");
}else{
AI.historyBill = [] ;
}
}
//如果棋谱里面没有,人工智能开始运作
var initTime = new Date().getTime();
AI.treeDepth=play.depth;
//AI.treeDepth=4;
AI.number=0;
AI.setHistoryTable.lenght = 0
var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)
if (!val||val.value==-8888) {
AI.treeDepth=2;
val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
}
//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);
if (val&&val.value!=-8888) {
var man = play.mans[val.key];
var nowTime= new Date().getTime();
com.get("moveInfo").innerHTML='<h3>AI搜索结果:</h3>最佳着法:'+
com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+
'<br />搜索深度:'+AI.treeDepth+'<br />搜索分支:'+
AI.number+'个 <br />最佳着法评估:'+
val.value+'分'+
' <br />搜索用时:'+
(nowTime-initTime)+'毫秒'
return [man.x,man.y,val.x,val.y]
}else {
return false;
}
}
迭代加深搜索算法
AI.iterativeSearch = function (map, my){
var timeOut=100;
var initDepth = 1;
var maxDepth = 8;
AI.treeDepth=0;
var initTime = new Date().getTime();
var val = {};
for (var i=initDepth; i<=maxDepth; i++){
var nowTime= new Date().getTime();
AI.treeDepth=i;
AI.aotuDepth=i;
var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)
if (nowTime-initTime > timeOut){
return val;
}
}
return false;
}
取得棋盘上所有棋子
AI.getMapAllMan = function (map, my){
var mans=[];
for (var i=0; i<map.length; i++){
for (var n=0; n<map[i].length; n++){
var key = map[i][n];
if (key && play.mans[key].my == my){
play.mans[key].x = n;
play.mans[key].y = i;
mans.push(play.mans[key])
}
}
}
return mans;
}
取得棋谱所有己方棋子的算法
AI.getMoves = function (map, my){
var manArr = AI.getMapAllMan (map, my);
var moves = [];
var foul=play.isFoul;
for (var i=0; i<manArr.length; i++){
var man = manArr[i];
var val=man.bl(map);
for (var n=0; n<val.length; n++){
var x=man.x;
var y=man.y;
var newX=val[n][0];
var newY=val[n][1];
//如果不是长将着法
if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){
moves.push([x,y,newX,newY,man.key])
}
}
}
return moves;
}
A:当前棋手value/B:对手value/depth:层级
AI.getAlphaBeta = function (A, B, depth, map ,my) {
//var txtMap= map.join();
//var history=AI.historyTable[txtMap];
// if (history && history.depth >= AI.treeDepth-depth+1){
// return history.value*my;
/
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