上一章我们已经搭好了出牌算法的基本框架,本章主要实现优先处理的三带、飞机等牌型。
首先定义一些基本变量:
- //暂存最佳的价值
- HandCardValue BestHandCardValue;
- BestHandCardValue.NeedRound = 20;
- BestHandCardValue.SumValue = MinCardsValue;
- //我们认为不出牌的话会让对手一个轮次,即加一轮(权值减少7)便于后续的对比参考。
- BestHandCardValue.NeedRound += 1;
- //暂存最佳的组合
- CardGroupData BestCardGroup;
- //带出去的牌
- int tmp_1 = 0;
- int tmp_2 = 0;
- int tmp_3 = 0;
- int tmp_4 = 0;
- for (int i = 3; i < 16; i++)
- {
- //2.0版本策略主动出牌不拆分炸弹,朕自己从来就不打四带二,因为浪
- if (clsHandCardData.value_aHandCardList[i] != 4)
- {
- //出三带一
- if (clsHandCardData.value_aHandCardList[i] > 2)
- {
- clsHandCardData.value_aHandCardList[i] -= 3;
- for (int j = 3; j < 18; j++)
- {
- if (clsHandCardData.value_aHandCardList[j] > 0 )
- {
- clsHandCardData.value_aHandCardList[j] -= 1;
- clsHandCardData.nHandCardCount -= 4;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- clsHandCardData.value_aHandCardList[j] += 1;
- clsHandCardData.nHandCardCount += 4;
- //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_TAKE_ONE, i, 4);
- tmp_1 = j;
- }
- }
- }
- clsHandCardData.value_aHandCardList[i] += 3;
- }
- //出三带二
- if (clsHandCardData.value_aHandCardList[i] > 2)
- {
- for (int j = 3; j < 16; j++)
- {
- clsHandCardData.value_aHandCardList[i] -= 3;
- if (clsHandCardData.value_aHandCardList[j] > 1)
- {
- clsHandCardData.value_aHandCardList[j] -= 2;
- clsHandCardData.nHandCardCount -= 5;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- clsHandCardData.value_aHandCardList[j] += 2;
- clsHandCardData.nHandCardCount += 5;
- //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_TAKE_TWO, i, 5);
- tmp_1 = j;
- }
- }
- clsHandCardData.value_aHandCardList[i] += 3;
- }
- }
- //出四带二单
- if (clsHandCardData.value_aHandCardList[i] > 3)
- {
- //2.0版本策略主动出牌不拆分炸弹,朕自己从来就不打四带二,因为浪
- }
- //出四带二对
- if (clsHandCardData.value_aHandCardList[i] > 3)
- {
- //2.0版本策略主动出牌不拆分炸弹,朕自己从来就不打四带二,因为浪
- }
- //出三带一单连
- 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;
- }
- /*本来想做全排列选取带出的牌然后枚举出最高价值的,但考虑到当飞机长度也就是在2-4之间
- 所以干脆做三个分支处理算了*/
- //为两连飞机
- if (prov == 2)
- {
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] -= 3;
- }
- clsHandCardData.nHandCardCount -= prov * 4;
- for (int tmp1 = 3; tmp1 < 18; tmp1++)
- {
- if (clsHandCardData.value_aHandCardList[tmp1] > 0 )
- {
- clsHandCardData.value_aHandCardList[tmp1] -= 1;
- for (int tmp2 = tmp1; tmp2 < 18; tmp2++)
- {
- if (clsHandCardData.value_aHandCardList[tmp2] > 0 )
- {
- clsHandCardData.value_aHandCardList[tmp2] -= 1;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
- {
- BestHandCardValue = tmpHandCardValue;
- BestCardGroup = get_GroupData(cgTHREE_TAKE_ONE_LINE, j, prov * 4);
- tmp_1 = tmp1;
- tmp_2 = tmp2;
- }
- clsHandCardData.value_aHandCardList[tmp2] += 1;
- }
- }
- clsHandCardData.value_aHandCardList[tmp1] += 1;
- }
- }
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] += 3;
- }
- clsHandCardData.nHandCardCount += prov * 4;
- }
- //为三连飞机
- if (prov == 3)
- {
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] -= 3;
- }
- clsHandCardData.nHandCardCount -= prov * 4;
- for (int tmp1 = 3; tmp1 < 18; tmp1++)
- {
- if (clsHandCardData.value_aHandCardList[tmp1] > 0 )
- {
- clsHandCardData.value_aHandCardList[tmp1] -= 1;
- for (int tmp2 = tmp1; tmp2 < 18; tmp2++)
- {
- if (clsHandCardData.value_aHandCardList[tmp2] > 0 )
- {
- clsHandCardData.value_aHandCardList[tmp2] -= 1;
- for (int tmp3 = tmp2; tmp3 < 18; tmp3++)
- {
- if (clsHandCardData.value_aHandCardList[tmp3] > 0 )
- {
- clsHandCardData.value_aHandCardList[tmp3] -= 1;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
- {
- BestHandCardValue = tmpHandCardValue;
- BestCardGroup = get_GroupData(cgTHREE_TAKE_ONE_LINE, j, prov * 4);
- tmp_1 = tmp1;
- tmp_2 = tmp2;
- tmp_3 = tmp3;
- }
- clsHandCardData.value_aHandCardList[tmp3] += 1;
- }
- }
- clsHandCardData.value_aHandCardList[tmp2] += 1;
- }
- }
- clsHandCardData.value_aHandCardList[tmp1] += 1;
- }
- }
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] += 3;
- }
- clsHandCardData.nHandCardCount += prov * 4;
- }
- //为四连飞机
- if (prov == 4)
- {
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] -= 3;
- }
- clsHandCardData.nHandCardCount -= prov * 4;
- for (int tmp1 = 3; tmp1 < 18; tmp1++)
- {
- if (clsHandCardData.value_aHandCardList[tmp1] > 0 )
- {
- clsHandCardData.value_aHandCardList[tmp1] -= 1;
- for (int tmp2 = tmp1; tmp2 < 18; tmp2++)
- {
- if (clsHandCardData.value_aHandCardList[tmp2] > 0 )
- {
- clsHandCardData.value_aHandCardList[tmp2] -= 1;
- for (int tmp3 = tmp2; tmp3 < 18; tmp3++)
- {
- if (clsHandCardData.value_aHandCardList[tmp3] > 0 )
- {
- clsHandCardData.value_aHandCardList[tmp3] -= 1;
- for (int tmp4 = tmp3; tmp4 < 18; tmp4++)
- {
- if (clsHandCardData.value_aHandCardList[tmp4] > 0 )
- {
- clsHandCardData.value_aHandCardList[tmp4] -= 1;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
- {
- BestHandCardValue = tmpHandCardValue;
- BestCardGroup = get_GroupData(cgTHREE_TAKE_ONE_LINE, j, prov * 4);
- tmp_1 = tmp1;
- tmp_2 = tmp2;
- tmp_3 = tmp3;
- tmp_4 = tmp4;
- }
- clsHandCardData.value_aHandCardList[tmp4] += 1;
- }
- }
- clsHandCardData.value_aHandCardList[tmp3] += 1;
- }
- }
- clsHandCardData.value_aHandCardList[tmp2] += 1;
- }
- }
- clsHandCardData.value_aHandCardList[tmp1] += 1;
- }
- }
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] += 3;
- }
- clsHandCardData.nHandCardCount += prov * 4;
- }
- //若prov==5,则是地主可以直接出去,在剪枝部分已经处理
- }
- }
- //出三带一双连
- 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;
- }
- /*本来想做全排列选取带出的牌然后枚举出最高价值的,但考虑到当飞机长度也就是在2-4之间
- 所以干脆做三个分支处理算了*/
- //为两连飞机
- if (prov == 2)
- {
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] -= 3;
- }
- clsHandCardData.nHandCardCount -= prov * 5;
- for (int tmp1 = 3; tmp1 < 16; tmp1++)
- {
- if (clsHandCardData.value_aHandCardList[tmp1] > 1 )
- {
- clsHandCardData.value_aHandCardList[tmp1] -= 2;
- for (int tmp2 = tmp1; tmp2 < 16; tmp2++)
- {
- if (clsHandCardData.value_aHandCardList[tmp2] > 1 )
- {
- clsHandCardData.value_aHandCardList[tmp2] -= 2;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
- {
- BestHandCardValue = tmpHandCardValue;
- BestCardGroup = get_GroupData(cgTHREE_TAKE_TWO_LINE, j, prov * 5);
- tmp_1 = tmp1;
- tmp_2 = tmp2;
- }
- clsHandCardData.value_aHandCardList[tmp2] += 2;
- }
- }
- clsHandCardData.value_aHandCardList[tmp1] += 2;
- }
- }
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] += 3;
- }
- clsHandCardData.nHandCardCount += prov * 5;
- }
- //为三连飞机
- if (prov == 3)
- {
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] -= 3;
- }
- clsHandCardData.nHandCardCount -= prov * 5;
- for (int tmp1 = 3; tmp1 < 16; tmp1++)
- {
- if (clsHandCardData.value_aHandCardList[tmp1] > 1 )
- {
- clsHandCardData.value_aHandCardList[tmp1] -= 2;
- for (int tmp2 = tmp1; tmp2 < 16; tmp2++)
- {
- if (clsHandCardData.value_aHandCardList[tmp2] > 1 )
- {
- clsHandCardData.value_aHandCardList[tmp2] -= 2;
- for (int tmp3 = tmp2; tmp3 < 16; tmp3++)
- {
- if (clsHandCardData.value_aHandCardList[tmp3] > 1 )
- {
- clsHandCardData.value_aHandCardList[tmp3] -= 2;
- HandCardValue tmpHandCardValue = get_HandCardValue(clsHandCardData);
- if ((BestHandCardValue.SumValue - (BestHandCardValue.NeedRound * 7)) <= (tmpHandCardValue.SumValue - (tmpHandCardValue.NeedRound * 7)))
- {
- BestHandCardValue = tmpHandCardValue;
- BestCardGroup = get_GroupData(cgTHREE_TAKE_TWO_LINE, j, prov * 5);
- tmp_1 = tmp1;
- tmp_2 = tmp2;
- tmp_3 = tmp3;
- }
- clsHandCardData.value_aHandCardList[tmp3] += 2;
- }
- }
- clsHandCardData.value_aHandCardList[tmp2] += 2;
- }
- }
- clsHandCardData.value_aHandCardList[tmp1] += 2;
- }
- }
- for (int k = i; k <= j; k++)
- {
- clsHandCardData.value_aHandCardList[k] += 3;
- }
- clsHandCardData.nHandCardCount += prov * 5;
- }
- //若prov==4,则是地主可以直接出去,在剪枝部分已经处理
- }
- }
- }
- }
这个循环结束后,若有好的选择,则BestCardGroup会保留出牌的类型,在循环外进行出牌处理。
- 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;
- return;
- }
- 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;
- return;
- }
- 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;
- return;
- }
- 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;
- }
因为回溯遍历部分与被动出牌完全一样,这里就不再赘述。飞机在出牌阶段的处理比较麻烦,要根据牌数进行判断是几连飞机。
下一章,我们将实现打出当前最小值牌部分。
敬请关注下一章:斗地主AI算法——第十四章の主动出牌(3)