【发布时间】:2021-04-15 15:11:42
【问题描述】:
编辑 2021 年 3 月 30 日:问题的措辞确实很糟糕,重新表述了
我在 Python 中实现了一个 Alpha-Beta Prunning 算法,我想知道它不走最快的胜利路线是否正常(有时它会在 2 步中获胜,而它本可以在 1 步中获胜) .
import math
from collections import Counter
from copy import copy, deepcopy
""" Board Class Definition """
class Board:
""" constructor """
def __init__(self):
# init data
self.data = [ "." for i in range(9) ]
""" copy constructor equivalent """
@staticmethod
def copy(board):
return deepcopy(board)
""" play at given coordinates """
def play_at(self, position, color):
# check if you can play
if self.data[position] == ".":
# make the move
self.data[position] = color
return True
# did not play
return False
""" get coordinates of empty pieces on the board """
def get_playable_coord(self):
# define coordinates of empty tiles
return [ i for i in range(9) if self.data[i] == "." ]
""" board is full """
def is_full(self):
# define tile counter
c = Counter( [ self.data[i] for i in range(9) ] )
return ( c["x"] + c["o"] == 9 )
""" get winner of the board """
def get_winner(self):
# straight lines to check
straightLines = [ (0, 1, 2) , (3, 4, 5) , (6, 7, 8) , (0, 3, 6) , (1, 4, 7) , (2, 5, 8) , (0, 4, 8) , (2, 4, 6) ]
# check straight lines - 8 in total
for i in range(8):
# get counter of line of tiles
c = Counter( [ self.data[j] for j in straightLines[i] ] )
# different scenarii
if c["x"] == 3:
return "x"
elif c["o"] == 3:
return "o"
# if board is full, game is a draw
if self.is_full():
return "draw"
# return None by default
return None
""" get heuristic value of board - for "x" if 'reverse' == False """
def get_heuristic_value(self, reverse):
# init variable
value = 0
# straight lines to check
straightLines = [ (0, 1, 2) , (3, 4, 5) , (6, 7, 8) , (0, 3, 6) , (1, 4, 7) , (2, 5, 8) , (0, 4, 8) , (2, 4, 6) ]
# check straight lines - 8 in total
for i in range(8):
# get counter of line of tiles
c = Counter( [ self.data[j] for j in straightLines[i] ] )
# different scenarii
if c["x"] == 3:
value += 100
elif c["x"] == 2 and c["."] == 1:
value += 10
elif c["x"] == 1 and c["."] == 2:
value += 1
elif c["o"] == 3:
value -= 100
elif c["o"] == 2 and c["."] == 1:
value -= 10
elif c["o"] == 1 and c["."] == 2:
value -= 1
# return heuristic value
if reverse:
return -value
else:
return value
""" Model Class Definition """
class Model:
""" constructor """
def __init__(self, color):
# define parameters
self.color = color
self.other = self.get_opponent(color)
# define board
self.board = Board()
# define winner
self.winner = None
# 'x' plays first
if self.other == "x":
self.make_ai_move()
""" get opponent """
def get_opponent(self, player):
if player == "x":
return "o"
return "x"
""" player makes a move in given position """
def make_player_move(self, pos):
if self.winner is None:
# get result of board method
res = self.board.play_at(pos, self.color)
# check end of game <?>
self.winner = self.board.get_winner()
if res and self.winner is None:
# make AI move
self.make_ai_move()
""" AI makes a move by using alphabeta pruning on all child nodes """
def make_ai_move(self):
# init variables
best, bestValue = None, - math.inf
for i in self.board.get_playable_coord():
# copy board as child
copie = Board.copy(self.board)
copie.play_at(i, self.other)
# use alpha beta && (potentially) register play
value = self.alphabeta(copie, 10, - math.inf, math.inf, False)
if value > bestValue:
best, bestValue = i, value
# play at best coordinates
self.board.play_at(best, self.other)
# check end of game <?>
self.winner = self.board.get_winner()
""" alpha beta function (minimax optimization) """
def alphabeta(self, node, depth, alpha, beta, maximizingPlayer):
# ending condition
if depth == 0 or node.get_winner() is not None:
return node.get_heuristic_value(self.other == "o")
# recursive part initialization
if maximizingPlayer:
value = - math.inf
for pos in node.get_playable_coord():
# copy board as child
child = Board.copy(node)
child.play_at(pos, self.other)
value = max(value, self.alphabeta(child, depth-1, alpha, beta, False))
# update alpha
alpha = max(alpha, value)
if alpha >= beta:
break
return value
else:
value = math.inf
for pos in node.get_playable_coord():
# copy board as child
child = Board.copy(node)
child.play_at(pos, self.color)
value = min(value, self.alphabeta(child, depth-1, alpha, beta, True))
# update beta
beta = min(beta, value)
if beta <= alpha:
break
return value
我对这个问题的结论:
Alpha-Beta Pruning 是一种深度优先搜索算法,而不是广度优先搜索算法,所以我认为无论深度如何,它都会选择它找到的第一条路线,而不是寻找最快的路线。 ...
【问题讨论】:
-
对于 maximizing_player,初始 alpha/beta 调用不应该是 True 吗?
-
是的,如果你从当前的棋盘状态开始,应该是这样,但我所做的是计算每个可能的 AI 动作的分数,然后从中选出最好的
-
您是否尝试打印输出的分数?你有没有得到中奖或抽奖的分数?
-
我在帖子中添加了一些分数示例
-
在一个空棋盘上你应该得到 0 分(相等),因为如果两个玩家都玩得正确,它总是在相等的游戏中。
标签: python minimax alpha-beta-pruning