用Java编写的五子棋–原创(转载请留言)

第一步:

import javax.swing.*;import java.applet.AudioClip;import java.awt.*;import java.net.URL;import java.util.Arrays;import java.util.Random;@SuppressWarnings(“serial”)public class ChessPanel extends JPanel{private ImageIcon map;//棋盘背景位图private ImageIcon blackchess;//黑子位图private ImageIcon whitechess;//白子位图public int isChessOn [][];//棋局protected boolean win = false;// 是否已经分出胜负protected int win_bw;// 胜利棋色protected int deep = 3, weight = 7; // 搜索的深度以及广度public int drawn_num = 110;// 和棋步数int chess_num = 0;// 总落子数目public int[][] pre = new int[drawn_num + 1][2]; // 记录下棋点的x,y坐标 最多 (drawn_num + 1) 个public int sbw = 0;//玩家棋色黑色0,白色1public int bw = 0;// 当前应该下的棋色 0:黑色(默认),香港服务器租用, 1:白色// 边界值,用于速度优化protected int x_max = 15, x_min = 0;protected int y_max = 15, y_min = 0;protected boolean able_flag = true;// 是否选择禁手标志 0:无禁手 1:有禁手(默认private int h;//棋子长private int w;//棋子宽private int insx;//插入棋子的位置private int insy;private Point mousePoint;//鼠标当前位置private int winer;//获胜方private boolean humanhuman=false;//是否是人人对弈private int plast=0;//走了几步了,免备案空间,public int BLACK_ONE;//0表黑子public int WHITE_ONE;//1表白子public int NONE_ONE;//2表无子public int N;//棋盘边长//——-声音String[] choics = { “put.wav”, “win.wav”,”lost.wav” }; //声音文件名数组URL file1 = getClass().getResource(choics[0]); //落子声音文件URL file2 = getClass().getResource(choics[1]); //获胜声音文件URL file3 = getClass().getResource(choics[2]); //失败声音文件AudioClip soundPut = java.applet.Applet.newAudioClip(file1); //落子声音剪辑对象AudioClip soundWin = java.applet.Applet.newAudioClip(file2); //获胜声音剪辑对象AudioClip soundLost = java.applet.Applet.newAudioClip(file3); //失败声音剪辑对象public ChessPanel(){}public ChessPanel(ImageIcon r_map,ImageIcon r_blackchess,ImageIcon r_whitechess) {N=15;map=new ImageIcon();blackchess=new ImageIcon();whitechess=new ImageIcon();map=r_map;blackchess=r_blackchess;whitechess=r_whitechess;NONE_ONE=2;BLACK_ONE=0;WHITE_ONE=1;winer=NONE_ONE;isChessOn=new int[N][N];h=blackchess.getIconHeight()*(N-1);w=blackchess.getIconWidth()*(N-1);insx=0;insy=0;mousePoint=new Point();}public void reset(){//重开一局winer=NONE_ONE;for(int i=0;i<N;i++)for(int j=0;j<N;j++){isChessOn[i][j]=NONE_ONE;}chess_num = 0;win = false;win_bw=2;bw = 0;x_max = 15; x_min = 0;y_max = 15;y_min = 0;repaint();}public void showMousePos(Point p){//调试用,显示鼠标位置int cw;cw=h/N;mousePoint.x=p.x/cw;mousePoint.y=p.y/cw;repaint();}public Point getPoint(int x,int y){int cw;insx=x;insy=y;cw=h/N;Point r=new Point(x/cw,y/cw);return r;} public void gameOver(int r_winer){//游戏胜负已分winer=r_winer; } public void paint(Graphics g){//整体布局super.paint(g);paintChessMap(g);paintChess(g);if(winer==BLACK_ONE){g.drawString(new String(“游戏结束!黑棋获胜!”),500,200);}else if(winer==WHITE_ONE){g.drawString(new String(“游戏结束!白棋获胜!”),500,200);} } private void paintChessMap(Graphics g){//画棋盘map.paintIcon(this,g,10,10);int j;g.setColor(Color.BLACK);for(j=0;j<N;j++){//画线g.drawLine(h/N/2,h/N*j+h/N/2,w-w/N+(N%2)*(h/N/2),h/N*j+h/N/2);g.drawLine(w/N*j+h/N/2,h/N/2,w/N*j+h/N/2,h-h/N+(N%2)*(h/N/2));}g.fillRect(w/N*7+h/N/2-3,h/N*7+h/N/2-3,6,6);//画5个黑方块g.fillRect(w/N*3+h/N/2-3,h/N*3+h/N/2-3,6,6);g.fillRect(w/N*11+h/N/2-3,h/N*3+h/N/2-3,6,6);g.fillRect(w/N*3+h/N/2-3,h/N*11+h/N/2-3,6,6);g.fillRect(w/N*11+h/N/2-3,h/N*11+h/N/2-3,6,6); } private void paintChess(Graphics g){//画棋子int i,j;for(i=0;i<N;i++)for(j=0;j<N;j++){if(isChessOn[i][j]==BLACK_ONE){blackchess.paintIcon(this,g,w/N*i,h/N*j);}else if(isChessOn[i][j]==WHITE_ONE){whitechess.paintIcon(this,g,w/N*i,h/N*j);}} } //——————————-下棋声音设置————————————————-//落子声音 public void putVoice(){soundPut.play();} //获胜声音 public void winVoice(){soundWin.play(); } //失败声音 public void lostVoice(){soundLost.play(); }//———————-电脑下棋——————————-// public void putOne(int bwf ) { //bwf 棋色 0:黑色 1:白色int x, y, mx = -100000000;x = y = -1;// 搜索最优下棋点int[][] bests = getBests( bwf );for (int k = 0; k < bests.length; k++) {int i = bests[k][0];int j = bests[k][1];// 有成5,则直接下子,并退出循环..没有,则思考对方情况if (getType(i, j, bwf) == 1) {x = i;y = j;break;}if (getType(i, j,1 – bwf) == 1) {x = i;y = j;break;}// 预存当前边界值int temp1=x_min,temp2=x_max,temp3=y_min,temp4=y_max;// 预设己方下棋,并更新边界值isChessOn[i][j] = bwf;resetMaxMin(i,j);// 预测未来int t = findMin(-100000000, 100000000, deep);// 还原预设下棋位置以及边界值isChessOn[i][j] = 2;x_min=temp1;x_max=temp2;y_min=temp3;y_max=temp4;// 差距小于1000,50%概率随机选取//System.out.println(“外:” + i + “,” + j + ” mx:” + mx + ” t:” + t);if (t – mx > 1000 || Math.abs(t – mx)<1000 && randomTest(3)) {x = i;y = j;mx = t;//System.out.println(i + “,” + j + ” mx:” + mx + ” t:” + t);}}System.out.println(“x=”+x+”,y=”+y);// addChess(x,y,(bwf+1)%2,true);// repaint();int step=0;step++;System.out.println(“step “+step+”:———————————————–“);for(int i=0;i<15;i++,System.out.print(“\n”))for(int j=0;j<15;j++){if(isChessOn[j][i]!=2)System.out.print(isChessOn[j][i]);else System.out.print(isChessOn[j][i]);}// 判断是否已分胜负boolean flag = haveWin(x, y, bwf);//记录update( x, y );repaint();// 重设边界值resetMaxMin(x,y);// 胜负已分if (flag)wined(bwf);if (!flag && chess_num >= drawn_num) {win = true;String str = drawn_num + “步没分胜负,判和棋!”;JOptionPane.showMessageDialog(null,str);return;}}//———搜索当前搜索状态极大值——————————–// //alpha 祖先节点得到的当前最小最大值,用于alpha 剪枝 //beta 祖先节点得到的当前最大最小值,用于beta 剪枝。 //step 还要搜索的步数 //return 当前搜索子树极大值 protected int findMax(int alpha, int beta, int step) {int max = alpha;if (step == 0) {return evaluate();}int[][] rt = getBests(1 – sbw);for (int i = 0; i < rt.length; i++) {int x = rt[i][0];int y = rt[i][1];if (getType(x, y, 1 – sbw) == 1) //电脑可取胜return 100 * ( getMark(1) + step*1000 );isChessOn[x][y] = 1 – sbw;// 预存当前边界值int temp1=x_min,temp2=x_max,temp3=y_min,temp4=y_max;resetMaxMin(x,y);int t = findMin(max, beta, step – 1);isChessOn[x][y] = 2;// 还原预设边界值x_min=temp1;x_max=temp2;y_min=temp3;y_max=temp4;if (t > max)max = t;//beta 剪枝if (max >= beta)return max;}return max; }//———————–搜索当前搜索状态极小值———————————////alpha 祖先节点得到的当前最小最大值,用于alpha 剪枝 //beta 祖先节点得到的当前最大最小值,用于beta 剪枝 //step 还要搜索的步数 //return 当前搜索子树极小值。 protected int findMin(int alpha, int beta, int step) {int min = beta;if (step == 0) {return evaluate();}int[][] rt = getBests(sbw);for (int i = 0; i < rt.length; i++) {int x = rt[i][0];int y = rt[i][1];int type = getType(x, y, sbw);if (type == 1)//玩家成5return -100 * ( getMark(1) + step*1000 );// 预存当前边界值int temp1=x_min,temp2=x_max,temp3=y_min,temp4=y_max;isChessOn[x][y] = sbw;resetMaxMin(x,y);int t = findMax( alpha, min, step – 1 );isChessOn[x][y] = 2;// 还原预设边界值x_min=temp1;x_max=temp2;y_min=temp3;y_max=temp4;if (t < min)min = t;//alpha 剪枝if (min <= alpha) {return min;}}return min; }//—————–选取局部最优的几个落子点作为下一次扩展的节点———////bwf 棋色 0:黑棋 1:白棋//return 选出来的节点坐标 private int[][] getBests(int bwf) {int i_min=(x_min==0 ? x_min:x_min-1);int j_min=(y_min==0 ? y_min:y_min-1);int i_max=(x_max==15 ? x_max:x_max+1);int j_max=(y_max==15 ? y_max:y_max+1);int n = 0;int type_1,type_2;int[][] rt = new int[(i_max-i_min) * (j_max-j_min)][3];for ( int i = i_min; i < i_max; i++)for (int j = j_min; j < j_max; j++)if (isChessOn[i][j] == 2) {type_1 = getType(i, j, bwf);type_2 = getType(i, j, 1 – bwf);if(able_flag && bwf==0 && (type_1 == 20 || type_1 == 21 || type_1 == 22)) // 禁手棋位置,不记录continue;rt[n][0] = i;rt[n][1] = j;rt[n][2] = getMark(type_1) + getMark(type_2);n++;}// 对二维数组排序Arrays.sort(rt, new ArrComparator());int size = weight > n? n:weight;int[][] bests = new int[size][3];System.arraycopy(rt, 0, bests, 0, size);return bests; }//—————————-计算指定方位上的棋型——————-//// x,y 方向线基准一点。//ex,ey 指定方向步进向量。// k 棋子颜色,美国空间,0:黑色,1:白色// 该方向上的棋子数目 以及 活度 private int[] count(int x, int y, int ex, int ey, int bwf) {// 该方向没意义,返回0if( !makesense(x, y, ex, ey, bwf))return new int[] {0, 1};// 正方向 以及 反方向棋子个数int rt_1 = 1,rt_2 = 1;// 总棋子个数int rt = 1;// 正方向 以及 反方向连子的活度int ok_1 = 0,ok_2 =0;// 总活度int ok = 0;// 连子中间有无空格boolean flag_mid1 =false,flag_mid2 = false;// 连子中间空格的位置int flag_i1 = 1,flag_i2 = 1;if (isChessOn[x][y] != 2) {throw new IllegalArgumentException(“position x,y must be empty!..”);}int i;// 往正方向搜索for (i = 1; x + i * ex < 15 && x + i * ex >= 0 && y + i * ey < 15 && y + i * ey >= 0; i++) {if (isChessOn[x + i * ex][y + i * ey] == bwf)rt_1++;// 位置为空,若中空标志为false,则记为中空并继续搜索 否则,breakelse if(isChessOn[x + i * ex][y + i * ey] == 2) {if(!flag_mid1) {flag_mid1 = true;flag_i1 = i;}elsebreak;}// 位置为对方棋子elsebreak;}// 计算正方向活度,,// 最后一个位置不超过边界if (x + i * ex < 15 && x + i * ex >= 0 && y + i * ey < 15 && y + i * ey >= 0) {// 最后一个位置为空位 +1活if( isChessOn[x + i * ex][y + i * ey] == 2) {ok_1++;// 若是在尾部检测到连续的空格而退出搜索,则不算有中空if(rt_1 == flag_i1)flag_mid1 = false;// 若中空的位置在4以下 且 棋子数>=4,则这一边的4非活if(flag_mid1 && rt_1 > 3 && flag_i1 < 4) {ok_1–;}}// 最后一个位置不是空格,且搜索了2步以上,若前一个是空格, 则不算中空,且为活的边else if( isChessOn[x + i * ex][y + i * ey] != bwf && i >= 2)if(isChessOn[x + (i-1) * ex][y + (i-1) * ey] == 2) {ok_1++;flag_mid1 = false;}}// 最后一个位置是边界 搜索了2步以上,且前一个是空格, 则不算中空,且为活的边else if(i >= 2 && isChessOn[x + (i-1) * ex][y + (i-1) * ey] == 2) {ok_1++;flag_mid1 = false;}// 往反方向搜索for (i = 1; x – i * ex >= 0 && x – i * ex < 15 && y – i * ey >= 0 && y – i * ey < 15; i++) {if (isChessOn[x – i * ex][y – i * ey] == bwf)rt_2++;else if(isChessOn[x – i * ex][y – i * ey] == 2) {if(!flag_mid2) {flag_mid2 = true;flag_i2 = i;}elsebreak;}elsebreak;}// 计算反方向活度if (x – i * ex < 15 && x – i * ex >= 0 && y – i * ey < 15 && y – i * ey >= 0) {if( isChessOn[x – i * ex][y – i * ey] == 2) {ok_2++;if(rt_2 == flag_i2)flag_mid2 = false;if(flag_mid2 && rt_2 > 3 && flag_i2 < 4) {ok_2–;}}else if( isChessOn[x – i * ex][y – i * ey] != bwf && i >= 2 )if(isChessOn[x – (i-1) * ex][y – (i-1) * ey] == 2) {ok_2++;flag_mid2 = false;}}else if(i >= 2 && isChessOn[x – (i-1) * ex][y – (i-1) * ey] == 2) {ok_2++;flag_mid2 = false;}//——————分析棋子类型// 两边都没中空,直接合成if( !flag_mid1 && !flag_mid2 ) {rt = rt_1 + rt_2 – 1;ok = ok_1 + ok_2;return new int[] {rt, ok};}// 两边都有中空else if( flag_mid1 && flag_mid2 ){int temp = flag_i1 + flag_i2 – 1;// 判断中间的纯连子数,在5以上,直接返回; 为4,返回活4;if(temp >= 5)return new int[] {temp, 2};if(temp == 4)return new int[] {temp, 2};// 先看有没死4,再看有没活3,剩下只能是死3if(rt_1 + flag_i2 – 1 >= 4 || rt_2 + flag_i1 – 1 >= 4)return new int[] {4, 1};if(rt_1+flag_i2-1 == 3 && ok_1 > 0 || rt_2+flag_i1-1 == 3 && ok_2 > 0)return new int[] {3, 2};return new int[] {3, 1};}// 有一边有中空else {// 总棋子数少于5,直接合成if( rt_1 + rt_2 – 1 < 5 )return new int[] {rt_1 + rt_2 – 1, ok_1 + ok_2};// 多于5,先找成5,再找活4,剩下的只能是死4else {if(flag_mid1 && rt_2 + flag_i1 – 1 >= 5)return new int[] {rt_2 + flag_i1 – 1, ok_2 + 1};if(flag_mid2 && rt_1 + flag_i2 – 1 >= 5)return new int[] {rt_1 + flag_i2 – 1, ok_1 + 1};if(flag_mid1 && (rt_2 + flag_i1 – 1 == 4 && ok_2 == 1 || flag_i1 == 4) )return new int[] {4, 2};if(flag_mid2 && (rt_1 + flag_i2 – 1 == 4 && ok_1 == 1 || flag_i2 == 4) )return new int[] {4, 2};return new int[] {4, 1};}} }//—————————-判断指定方向下棋是否有意义,即最大可能的棋子数是否 >=5——————————-//// x,y 评估的基准点// ex,ey 方向向量// k 棋色// true:有意义 false:没意义 private Boolean makesense(int x, int y, int ex, int ey, int bwf) {int rt = 1;for (int i = 1; x + i * ex < 15 && x + i * ex >= 0 && y + i * ey < 15 && y + i * ey >= 0 && rt < 5; i++)if (isChessOn[x + i * ex][y + i * ey] != 1 – bwf)rt++;elsebreak;for (int i = 1; x – i * ex >= 0 && x – i * ex < 15 && y – i * ey >= 0 && y – i * ey < 15 && rt < 5; i++)if (isChessOn[x – i * ex][y – i * ey] != 1 – bwf)rt++;elsebreak;return (rt >= 5); }//———————————— 棋型判别————————————-//// x,y 落子位置// bwf 棋色 0:黑子,1:白子// 对应的棋型: 棋型代码对应如下://1:成5//2:成活4或者是双死4或者是死4活3//3:成双活3//4:成死3活3//5:成死4//6:单活3//7:成双活2 //8:成死3//9:成死2活2//10:成活2//11:成死2//12: 其他//20: 长连禁手//21: 双四禁手//22: 双活三禁手 protected int getType(int x, int y, int bwf) {if (isChessOn[x][y] != 2)return -1;int[][] types = new int[4][2];types[0] = count(x, y, 0, 1, bwf); // 竖直types[1] = count(x, y, 1, 0, bwf); // 横向types[2] = count(x, y, -1, 1, bwf); // 斜上types[3] = count(x, y, 1, 1, bwf); // 斜下// 各种棋型的方向的数目int longfive = 0;int five_OR_more = 0;int four_died = 0, four_live = 0;int three_died = 0, three_live = 0;int two_died = 0, two_live = 0;// 各方向上棋型的判别for (int k = 0; k < 4; k++) {if (types[k][0] > 5) {longfive++;// 长连five_OR_more++;}else if (types[k][0] == 5)five_OR_more++;// 成5else if (types[k][0] == 4 && types[k][1] == 2)four_live++;// 活4else if (types[k][0] == 4 && types[k][1] != 2)four_died++;// 死4else if (types[k][0] == 3 && types[k][1] == 2)three_live ++;// 活3else if (types[k][0] == 3 && types[k][1] != 2)three_died++;// 死3else if (types[k][0] == 2 && types[k][1] == 2)two_live++;// 活2else if (types[k][0] == 2 && types[k][1] != 2)two_died++;// 死2else;}// 总棋型的判别if(bwf == 0 && able_flag) {// 黑棋且选择有禁手if (longfive != 0)// 长连禁手return 20;if (four_live + four_died >=2) // 双4禁手return 21;if (three_live >=2)// 双活三禁手return 22;}if (five_OR_more != 0)return 1; // 成5if (four_live != 0 || four_died >= 2 || four_died != 0 && three_live != 0)return 2; // 成活4或者是双死4或者是死4活3if (three_live >= 2)return 3; // 成双活3if (three_died != 0 && three_live != 0)return 4; // 成死3活3if (four_died != 0)return 5; // 成死4if (three_live != 0)return 6; // 单活3if (two_live >= 2)return 7; // 成双活2if (three_died != 0)return 8; // 成死3if (two_live != 0 && two_died != 0)return 9; // 成死2活2if (two_live != 0)return 10; // 成活2if (two_died != 0)return 11; // 成死2return 12; }//————————–对当前棋面进行打分————————————————————// protected int evaluate() {int rt = 0, mt_c = 1, mt_m = 1;if(bw == sbw)mt_m = 2;elsemt_c = 2;int i_min=(x_min==0 ? x_min:x_min-1);int j_min=(y_min==0 ? y_min:y_min-1);int i_max=(x_max==15 ? x_max:x_max+1);int j_max=(y_max==15 ? y_max:y_max+1);for (int i = i_min; i < i_max; i++)for (int j = j_min; j < j_max; j++)if (isChessOn[i][j] == 2) {// 电脑棋面分数int type = getType(i, j, 1 – sbw );if(type == 1)// 棋型1,棋型2以及棋型3,加权. 防止”4个双活3″的局分大于”1个双四”之类的错误出现rt += 30 * mt_c * getMark(type);else if(type == 2)rt += 10 * mt_c * getMark(type);else if(type == 3)rt += 3 * mt_c * getMark(type);elsert += mt_c * getMark(type);// 玩家棋面分数type = getType(i, j, sbw );if(type == 1)rt -= 30 * mt_m * getMark(type);else if(type == 2)rt -= 10 * mt_m * getMark(type);else if(type == 3)rt -= 3 * mt_m * getMark(type);elsert -= mt_m * getMark(type);}return rt; }//——————————–下棋后,更新信息—————————–// void update(int x,int y) {isChessOn[x][y] = bw;bw = 1 – bw;pre[chess_num][0] = x;pre[chess_num][1] = y;chess_num++; }//————————————– 下棋后,重设边界值——————————//// x 当前下棋位置的x坐标// y 当前下棋位置的y坐标 public void resetMaxMin(int x,int y){if(x-1>=0)x_min = (x_min<x-1 ? x_min:x-1);if(x+1<=15)x_max = (x_max>x+1 ? x_max:x+1);if(y-1>=0)y_min = (y_min<y-1 ? y_min:y-1);if(y+1<=15)y_max = (y_max>y+1 ? y_max:y+1);}//——————————————对分数相同的落子点,随机选取——————-//// kt 随机因子 值越小,被选取的概率越大// return 是否选择该位置 private boolean randomTest(int kt) {Random rm = new Random();return rm.nextInt() % kt == 0; }//————————————- 不同棋型对应分数———————————// k 棋型代号//return 对应分数 private int getMark(int k) {switch (k) {case 1:return 100000;case 2:return 30000;case 3:return 5000;case 4:return 1000;case 5:return 500;case 6:return 200;case 7:return 100;case 8:return 50;case 9:return 10;case 10:return 5;case 11:return 3;case 12:return 2;default://禁手棋型return 0;} }//————————————— 判断是否已分出胜负———————————————// x 落子点x坐标 y 落子点y坐标// bwf 棋色 0:黑色 1:白色// return true:分出胜负 false:未分出胜负 public boolean haveWin(int x, int y, int bwf) {boolean flag = false;if (count(x, y, 1, 0, bwf)[0] >= 5)flag = true;if (!flag && count(x, y, 0, 1, bwf)[0] >= 5)flag = true;if (!flag && count(x, y, 1, 0, bwf)[0] >= 5)flag = true;if (!flag && count(x, y, 1, -1, bwf)[0] >= 5)flag = true;if (!flag && count(x, y, 1, 1, bwf)[0] >= 5)flag = true;// 测试用,激活此行代码,不会有输赢.. flag = false;return flag; } public void wined(int bw) {boolean hh=getHumanhuman();if(!hh){//不是人人对弈win = true;win_bw = bw;String str = (bw == sbw ? “恭喜!你赢了!” : “电脑赢了,你还要继续努力啊!”);if(bw==sbw)winVoice();elselostVoice();JOptionPane.showMessageDialog(null,str);}else{//人人对弈win = true;win_bw = bw;String str = (bw == BLACK_ONE ? “恭喜!黑棋获胜!” : “恭喜!白棋获胜!”);winVoice();JOptionPane.showMessageDialog(null,str);} }public void setHumanhuman(boolean humanhuman) {this.humanhuman = humanhuman;}public boolean getHumanhuman() {return humanhuman;}}真正的停下来,享受自我的体验时刻,也许浮光掠影,

用Java编写的五子棋–原创(转载请留言)

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