到昨天晚上,Topcoder Marathon Match 6结束了,我取得了第18名的成绩,已经是自己参加Marathon四次以来的最好名次啦,高兴ing,这次终于中国人的成绩超过日本人了。因为这次的题目比较偏:写一个人工智能程序和服务器端的程序进行博弈。人机博弈是一门比较专的学科,我们因为英文劣势,大部分中国高手都不能快速的在比赛中学习和实现一些复杂的算法,以致成绩不太如意;我挟之前对这方面的了解,做得还算行,所以把代码公开出来,可以多一点中文方面的资料和源码给大家参考,我也感到非常荣幸。
比赛的题目请看这里:http://www.topcoder.com/longcontest/?module=ViewProblemStatement&rd=10118&pm=6759 主要的游戏规则也是在这里的,我就不在这里重复啦,主要讲讲我的代码用到了什么算法。麻将虽小,五脏俱全,主要应用的算法有主要变量搜索(PVS)、历史启发(HH)、杀手启发(KH)、Null Move和迭代深化(ID),可惜后来不够时间实现置换表(TT),不然可以多一个算法了。代码里还实现了时间控制策略,可以几乎用尽20秒的测试时间,为争取更好的着法提供了保证。还有值得一提的是棋盘表示,我使用了棋盘表、棋子位置表结合的方式来表示,后来发现加上空位表的话,可以加快不少走法生成和估值的速度。反正棋盘表示是一切的基础,一种好的表示方法可以带来很大的性能提升。对于代码,大家注意class SE里的search_move和pvs两个函数,上述的算法和策略都在那里。class MG是关于棋盘表示、走法生成和估值的,class KH和class HH分别是杀手启发和历史启发。Null Move是简单有效的算法,不过我的实现里是比较简单的那种,如果有兴趣,可以查询其它资料。
讲了这么多,应该说一下这份代码的计算能力:以6*6的棋盘为例,这份代码在VC6的release模式下编译运行可以在1秒内搜索并评估83万个叶子节点,计算层次在8-9层;如果用MiniMax算法不进行剪枝,只能搜索到3-4层(测试机器皆为超线程P4 3.0G+1G内存)。这就是算法的力量吧。另声明一下,本代码未作优化,不代表我不懂,只是没有时间,看的朋友请海涵了。
下面是代码,在VC和G++上皆可编译、执行
因为比赛期间写的,代码比较乱,但整体的风格还是可以的,复制到IDE上看可能会更好看些
#include <iostream>
#include <cstdlib>
#include <ctime>
#include <cassert>
#include <vector>
#include <algorithm>
using namespace std;
typedef unsigned int UINT;
typedef UINT MOVE;
const int INFINITY = 100000000;
const int MAX_DEPTH = 16;
const UINT max_board_size = 256;
const UINT max_stones_cnt = 256;
const UINT empty = 0;
const UINT my_color = 1;
const UINT svr_color = 2;
#ifdef WIN32
const clock_t all_time = 19200;
#else
const clock_t all_time = 19200000;
#endif
const UINT check_time_cnt = 0x00001fff;
#define is_empty(x) (x==empty)
#define opp_color(x) (x==my_color?svr_color:my_color)
int leaf_cnt = 0;
class MG
...{
private:
UINT N_;
UINT board_[max_board_size];
UINT stones_[max_stones_cnt];
private:
void extend(UINT pos, unsigned char* eht, unsigned char* est, UINT& area, UINT& round);
public:
MOVE move_table[MAX_DEPTH][max_board_size];
UINT curr_stones_cnt;
UINT curr_board_size;
void set_N(int n)...{
N_ = n;
curr_board_size = n*n;
curr_stones_cnt = 0;
memset(board_, 0, sizeof(UINT)*max_board_size);
memset(stones_, 0, sizeof(UINT)*max_stones_cnt);
}
void make_move(int idx, int color)...{
board_[idx]=color;
stones_[curr_stones_cnt++] = idx;
}
void unmake_move(int idx)...{
board_[idx] = empty;
--curr_stones_cnt;
}
inline bool is_game_over()...{return curr_stones_cnt == curr_board_size;}
UINT gen_move(int depth);
int evaluatoin(int color);
int evaluatoin_4_end(int color);
void print_board()
...{
int cnt = 0;
for(UINT i = 0; i < curr_board_size; ++i)
...{
if(is_empty(board_[i]))
cout << "o ";
else
cout << ((board_[i]==my_color)?"@ ":"- ");
++cnt;
if(cnt == N_)
...{
cnt = 0;
cout << endl;
}
}
}
bool can_move(MOVE move)...{return is_empty(board_[move]);}
void remove_killers(int depth, int move_cnt, MOVE* killers, int killers_cnt)
...{
for(int i = 0; i < killers_cnt; ++i)
...{
MOVE m = killers[i];
for(int j = 0; j < move_cnt; ++j)
...{
if(move_table[depth][j] != m)
continue;
for(int k = j+1; k < move_cnt; ++k)
...{
move_table[depth][k-1] = move_table[depth][k];
}
break;
}
}
}
};
UINT MG::gen_move(int depth)
...{
int cnt = 0;
for(UINT i = 0; i < curr_board_size; ++i)
...{
if(is_empty(board_[i]))
move_table[depth][cnt++] = i;
}
return cnt;
}
int MG::evaluatoin(int color)
...{
if(curr_stones_cnt+1 == curr_board_size)
...{
for(int i = 0; i < curr_board_size; ++i)
...{
if(is_empty(board_[i]))
...{
board_[i] = color;
int value = -evaluatoin_4_end(opp_color(color));
board_[i] = empty;
return value;
}
}
}
++leaf_cnt;
unsigned char extended_hash_table[max_board_size] = ...{0};
int my_score = 0, svr_score = 0;
for(UINT i = 0; i < curr_stones_cnt; ++i)
...{
UINT pos = stones_[i];
if(extended_hash_table[pos])
continue;
UINT area = 0, round = 0;
unsigned char extended_space_table[max_board_size] = ...{0};
extend(pos, extended_hash_table, extended_space_table, area, round);
if(board_[pos] == my_color)
...{
my_score += area*area*round;
}
else
...{
svr_score += area*area*round;
}
}
if(color == my_color)
return my_score - svr_score;
return svr_score - my_score;
}
int MG::evaluatoin_4_end(int color)
...{
++leaf_cnt;
unsigned char extended_hash_table[max_board_size] = ...{0};
int my_score = 0, svr_score = 0;
for(UINT i = 0; i < curr_stones_cnt; ++i)
...{
UINT pos = stones_[i];
if(extended_hash_table[pos])
continue;
UINT area = 0, round = 0;
unsigned char extended_space_table[max_board_size] = ...{0};
extend(pos, extended_hash_table, extended_space_table, area, round);
if(board_[pos] == my_color)
...{
my_score += area*area;
}
else
...{
svr_score += area*area;
}
}
if(color == my_color)
return my_score - svr_score;
return svr_score - my_score;
}
void MG::extend(UINT pos, unsigned char* eht, unsigned char* est, UINT& area, UINT& round)
...{
const UINT round_cnt = 4;
int is[round_cnt] = ...{-N_, -1, 1, N_};
++area;
eht[pos] = 1;
for(UINT i = 0; i < round_cnt; ++i)
...{
int new_idx = pos + is[i];
if(new_idx < 0 || new_idx >= curr_board_size)
continue;
if(i == 1 && pos % N_ == 0)
continue;
if(i == 2 && new_idx % N_ == 0)
continue;
if(is_empty(board_[new_idx]) && (!est[new_idx]))
...{
++round;
est[new_idx] = 1;
continue;
}
if(eht[new_idx])
continue;
if(board_[new_idx] == board_[pos])
extend(new_idx, eht, est, area, round);
}
}
class HH
...{
private:
UINT board_[2][max_board_size];
public:
void reset()...{memset(board_, 0, sizeof(UINT)*max_board_size);}
void update_value(int depth, int color, MOVE move);
MOVE get_best(MOVE* move_list, int color, int cnt);
};
void HH::update_value(int depth, int color, MOVE move)
...{
board_[color-1][move] += (1 << depth);
}
MOVE HH::get_best(MOVE* move_list, int color, int cnt)
...{
int real_color = color-1;
MOVE* p = move_list;
int best = board_[real_color][*move_list];
int best_idx = 0;
for(int i = 1; i < cnt; ++i)
...{
++move_list;
if(board_[real_color][*move_list] <= best)
continue;
best = board_[real_color][*move_list];
best_idx = i;
}
MOVE tmp = *p;
*p = p[best_idx];
p[best_idx] = tmp;
return *p;
}
struct KH_item
...{
MOVE move;
int cnt;
};
class less_than
...{
public:
inline bool operator()(const KH_item& lhs, const KH_item& rhs)
...{
return lhs.cnt < rhs.cnt;
}
};
const int max_kh_item_cnt = 4;
class KH
...{
private:
KH_item KH_table[MAX_DEPTH][max_kh_item_cnt];
int cnt_table[MAX_DEPTH];
public:
void add_to_kh(MOVE move, int depth)
...{
int cnt_mini_idx = 0;
int cnt_mini = KH_table[depth][0].cnt;
int i = 0;
for(i = 0; i < cnt_table[depth]; ++i)
...{
KH_item& tmp = KH_table[depth][i];
if(tmp.move == move)
