上一章已经排除了飞机、三带等牌型,那么除去炸弹王炸以外,我们只剩下单牌、对牌、三牌以及单顺、双顺、三顺了。
首先说单牌、对牌、三牌。其逻辑基本一样,只是出牌的个数有差别,即:如果该i牌数量满足这种牌型要求,即先打出,计算其剩余价值。
//出单牌 if (clsHandCardData.value_aHandCardList[i] > 0) { clsHandCardData.value_aHandCardList[i]--; clsHandCardData.nHandCardCount--; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); clsHandCardData.value_aHandCardList[i]++; clsHandCardData.nHandCardCount++; if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))) { BestHandCardValue = tmpHandCardValue; BestCardGroup= get_GroupData(cgSINGLE, i, 1); } } //出对牌 if (clsHandCardData.value_aHandCardList[i] > 1) { //尝试打出一对牌,估算剩余手牌价值 clsHandCardData.value_aHandCardList[i] -= 2; clsHandCardData.nHandCardCount -= 2; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); clsHandCardData.value_aHandCardList[i] += 2; clsHandCardData.nHandCardCount += 2; //选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正 if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))) { BestHandCardValue = tmpHandCardValue; BestCardGroup = get_GroupData(cgDOUBLE, i, 2); } } //出三牌 if (clsHandCardData.value_aHandCardList[i] > 2) { clsHandCardData.value_aHandCardList[i] -= 3; clsHandCardData.nHandCardCount -= 3; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); clsHandCardData.value_aHandCardList[i] += 3; clsHandCardData.nHandCardCount += 3; //选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正 if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))) { BestHandCardValue = tmpHandCardValue; BestCardGroup = get_GroupData(cgTHREE, i, 3); } }
至于顺子的算法,和被动出牌的有一点点差别,就是因为没有了数量限制,所以需要遍历以i牌为起点可以组成的所有顺子。
//出单顺 if (clsHandCardData.value_aHandCardList[i] > 0) { int prov = 0; for (int j = i; j < 15; j++) { if(clsHandCardData.value_aHandCardList[j]>0) { prov++; } else { break; } if (prov >= 5) { for (int k = i; k <= j; k++) { clsHandCardData.value_aHandCardList[k] --; } clsHandCardData.nHandCardCount -= prov; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); for (int k = i; k <= j; k++) { clsHandCardData.value_aHandCardList[k] ++; } clsHandCardData.nHandCardCount += prov; //选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正 if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))) { BestHandCardValue = tmpHandCardValue; BestCardGroup = get_GroupData(cgSINGLE_LINE, j, prov); } } } } //出双顺 if (clsHandCardData.value_aHandCardList[i] > 1) { int prov = 0; for (int j = i; j < 15; j++) { if (clsHandCardData.value_aHandCardList[j]>1) { prov++; } else { break; } if (prov >= 3) { for (int k = i; k <= j; k++) { clsHandCardData.value_aHandCardList[k] -=2; } clsHandCardData.nHandCardCount -= prov*2; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); for (int k = i; k <= j; k++) { clsHandCardData.value_aHandCardList[k] +=2; } clsHandCardData.nHandCardCount += prov*2; //选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正 if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))) { BestHandCardValue = tmpHandCardValue; BestCardGroup = get_GroupData(cgDOUBLE_LINE, j, prov*2); } } } } //出三顺 if(clsHandCardData.value_aHandCardList[i] > 2) { int prov = 0; for (int j = i; j < 15; j++) { if (clsHandCardData.value_aHandCardList[j]>2) { prov++; } else { break; } if (prov >= 2) { for (int k = i; k <= j; k++) { clsHandCardData.value_aHandCardList[k] -= 3; } clsHandCardData.nHandCardCount -= prov * 3; HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData); for (int k = i; k <= j; k++) { clsHandCardData.value_aHandCardList[k] += 3; } clsHandCardData.nHandCardCount += prov * 3; //选取总权值-轮次*7值最高的策略 因为我们认为剩余的手牌需要n次控手的机会才能出完,若轮次牌型很大(如炸弹) 则其-7的价值也会为正 if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7))) { BestHandCardValue = tmpHandCardValue; BestCardGroup = get_GroupData(cgTHREE_LINE, j, prov * 3); } } } }
因为本策略是必须解决掉至少一个i牌的,所以出牌操作放在循环内进行,也就是说,只要你不是炸3,若你手牌有3,在处理3时一定会return 就绝对不会再走到4。
if (BestCardGroup.cgType == cgERROR) { } else if (BestCardGroup.cgType == cgSINGLE) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgDOUBLE) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgTHREE) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgSINGLE_LINE) { for (int j = BestCardGroup.nMaxCard- BestCardGroup.nCount+1; j <= BestCardGroup.nMaxCard; j++) { clsHandCardData.value_nPutCardList.push_back(j); } clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgDOUBLE_LINE) { for (int j = BestCardGroup.nMaxCard - (BestCardGroup.nCount/2) + 1; j <= BestCardGroup.nMaxCard; j++) { clsHandCardData.value_nPutCardList.push_back(j); clsHandCardData.value_nPutCardList.push_back(j); } clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgTHREE_LINE) { for (int j = BestCardGroup.nMaxCard - (BestCardGroup.nCount / 3) + 1; j <= BestCardGroup.nMaxCard; j++) { clsHandCardData.value_nPutCardList.push_back(j); clsHandCardData.value_nPutCardList.push_back(j); clsHandCardData.value_nPutCardList.push_back(j); } clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgTHREE_TAKE_ONE) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgTHREE_TAKE_TWO) { clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(BestCardGroup.nMaxCard); clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgTHREE_TAKE_ONE_LINE) { for (int j = BestCardGroup.nMaxCard - (BestCardGroup.nCount / 4) + 1; j <= BestCardGroup.nMaxCard; j++) { clsHandCardData.value_nPutCardList.push_back(j); clsHandCardData.value_nPutCardList.push_back(j); clsHandCardData.value_nPutCardList.push_back(j); } if (BestCardGroup.nCount / 4 == 2) { clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.value_nPutCardList.push_back(tmp_2); } if (BestCardGroup.nCount / 4 == 3) { clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.value_nPutCardList.push_back(tmp_2); clsHandCardData.value_nPutCardList.push_back(tmp_3); } if (BestCardGroup.nCount / 4 == 4) { clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.value_nPutCardList.push_back(tmp_2); clsHandCardData.value_nPutCardList.push_back(tmp_3); clsHandCardData.value_nPutCardList.push_back(tmp_4); } clsHandCardData.uctPutCardType = BestCardGroup; } else if (BestCardGroup.cgType == cgTHREE_TAKE_TWO_LINE) { for (int j = BestCardGroup.nMaxCard - (BestCardGroup.nCount / 5) + 1; j <= BestCardGroup.nMaxCard; j++) { clsHandCardData.value_nPutCardList.push_back(j); clsHandCardData.value_nPutCardList.push_back(j); clsHandCardData.value_nPutCardList.push_back(j); } if (BestCardGroup.nCount / 5 == 2) { clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.value_nPutCardList.push_back(tmp_2); clsHandCardData.value_nPutCardList.push_back(tmp_2); } if (BestCardGroup.nCount / 5 == 3) { clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.value_nPutCardList.push_back(tmp_1); clsHandCardData.value_nPutCardList.push_back(tmp_2); clsHandCardData.value_nPutCardList.push_back(tmp_2); clsHandCardData.value_nPutCardList.push_back(tmp_3); clsHandCardData.value_nPutCardList.push_back(tmp_3); } clsHandCardData.uctPutCardType = BestCardGroup; } return;
至此,主动出牌的所有逻辑均已实现,同时整个斗地主算法也基本完成了。接下来我们便可写一些测试模块来进行整合联调。
敬请关注下一章:斗地主AI算法——第十五章の测试模块
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