Java 象棋人机对弈代码360


在计算机科学中,人机象棋对弈是一个经典的人工智能问题。实现象棋人机对弈涉及到以下几个关键步骤:
棋盘表示:创建数据结构来表示棋盘状态,包括棋子位置和类型。
合法走法生成:确定每个棋子在给定棋盘状态下所有可能的合法走法。
走法评估:为每个合法走法分配一个值,以评估其优劣。
搜索算法:使用搜索算法(例如 minimax 算法)来搜索最佳走法,考虑未来可能的走法和评估。

以下代码提供了 Java 中象棋人机对弈的一个完整实现:```java
import .*;
public class ChessEngine {
// 棋盘大小
private static final int BOARD_SIZE = 8;
// 棋子类型
private static final int EMPTY = 0;
private static final int PAWN = 1;
private static final int ROOK = 2;
private static final int KNIGHT = 3;
private static final int BISHOP = 4;
private static final int QUEEN = 5;
private static final int KING = 6;
// 棋盘
private int[][] board;
// 当前走方
private int currentPlayer;
// 搜索深度
private int searchDepth;
// 构造函数
public ChessEngine(int searchDepth) {
= new int[BOARD_SIZE][BOARD_SIZE];
= 1;
= searchDepth;
}
// 初始化棋盘
public void initializeBoard() {
// 设置白棋底线
for (int i = 0; i < BOARD_SIZE; i++) {
board[1][i] = PAWN;
}
// 设置黑棋底线
for (int i = 0; i < BOARD_SIZE; i++) {
board[6][i] = PAWN;
}
// 设置白棋第一行
board[0][0] = ROOK;
board[0][1] = KNIGHT;
board[0][2] = BISHOP;
board[0][3] = QUEEN;
board[0][4] = KING;
board[0][5] = BISHOP;
board[0][6] = KNIGHT;
board[0][7] = ROOK;
// 设置黑棋第一行
board[7][0] = ROOK;
board[7][1] = KNIGHT;
board[7][2] = BISHOP;
board[7][3] = QUEEN;
board[7][4] = KING;
board[7][5] = BISHOP;
board[7][6] = KNIGHT;
board[7][7] = ROOK;
}
// 打印棋盘
public void printBoard() {
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
(getPieceSymbol(board[i][j]) + " ");
}
();
}
}
// 获取棋子符号
private String getPieceSymbol(int piece) {
switch (piece) {
case EMPTY:
return " ";
case PAWN:
return "P";
case ROOK:
return "R";
case KNIGHT:
return "N";
case BISHOP:
return "B";
case QUEEN:
return "Q";
case KING:
return "K";
default:
return "?";
}
}
// 获取合法走法
public List getLegalMoves() {
List moves = new ArrayList();
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (board[i][j] == currentPlayer) {
(getLegalMoves(i, j));
}
}
}
return moves;
}
// 获取特定棋子的合法走法
private List getLegalMoves(int row, int col) {
List moves = new ArrayList();
int piece = board[row][col];
switch (piece) {
case PAWN:
(getPawnLegalMoves(row, col));
break;
case ROOK:
(getRookLegalMoves(row, col));
break;
case KNIGHT:
(getKnightLegalMoves(row, col));
break;
case BISHOP:
(getBishopLegalMoves(row, col));
break;
case QUEEN:
(getQueenLegalMoves(row, col));
break;
case KING:
(getKingLegalMoves(row, col));
break;
}
return moves;
}
// 获取兵的合法走法
private List getPawnLegalMoves(int row, int col) {
List moves = new ArrayList();
// 白方兵向前一步
if (currentPlayer == 1) {
if (row + 1 < BOARD_SIZE && board[row + 1][col] == EMPTY) {
(new Move(row, col, row + 1, col));
}
// 白方兵前进两步
if (row == 1 && board[row + 1][col] == EMPTY && board[row + 2][col] == EMPTY) {
(new Move(row, col, row + 2, col));
}
// 白方兵吃斜前方黑棋
if (row + 1 < BOARD_SIZE && col + 1 < BOARD_SIZE && board[row + 1][col + 1] == 2) {
(new Move(row, col, row + 1, col + 1));
}
// 白方兵吃斜前方黑棋
if (row + 1 < BOARD_SIZE && col - 1 >= 0 && board[row + 1][col - 1] == 2) {
(new Move(row, col, row + 1, col - 1));
}
}
// 黑方兵向后一步
else {
if (row - 1 >= 0 && board[row - 1][col] == EMPTY) {
(new Move(row, col, row - 1, col));
}
// 黑方兵后退两步
if (row == 6 && board[row - 1][col] == EMPTY && board[row - 2][col] == EMPTY) {
(new Move(row, col, row - 2, col));
}
// 黑方兵吃斜前方白棋
if (row - 1 >= 0 && col + 1 < BOARD_SIZE && board[row - 1][col + 1] == 1) {
(new Move(row, col, row - 1, col + 1));
}
// 黑方兵吃斜前方白棋
if (row - 1 >= 0 && col - 1 >= 0 && board[row - 1][col - 1] == 1) {
(new Move(row, col, row - 1, col - 1));
}
}
return moves;
}
// 获取城堡的合法走法
private List getRookLegalMoves(int row, int col) {
List moves = new ArrayList();
// 向上移动
for (int i = row + 1; i < BOARD_SIZE; i++) {
if (board[i][col] == EMPTY) {
(new Move(row, col, i, col));
} else {
break;
}
}
// 向下移动
for (int i = row - 1; i >= 0; i--) {
if (board[i][col] == EMPTY) {
(new Move(row, col, i, col));
} else {
break;
}
}
// 向左移动

2024-11-19


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