示例#1
0
int CEveluation::Eveluate(BYTE position[10][9], BOOL bIsRedTurn)
{
	int i, j, k;
	int nChessType, nTargetType;
	count++;

	memset(m_chessValue,0, 360);
	memset(m_AttackPos,0, 180); 
	memset(m_GuardPos,0, 90); 
	memset(m_FlexibilityPos, 0, 90);

	for(i = 0; i < 10; i++)
		for(j = 0; j < 9; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				GetRelatePiece(position, j, i);
				for (k = 0; k < nPosCount; k++)
				{
					nTargetType = position[RelatePos[k].y][RelatePos[k].x];
					if (nTargetType == NOCHESS)
					{
						m_FlexibilityPos[i][j]++;	
					}
					else
					{
						if (IsSameSide(nChessType, nTargetType))
						{
							m_GuardPos[RelatePos[k].y][RelatePos[k].x]++;
						}else
						{
							m_AttackPos[RelatePos[k].y][RelatePos[k].x]++;
							m_FlexibilityPos[i][j]++;	
							switch (nTargetType)
							{
							case R_KING:
								if (!bIsRedTurn)
									return 18888;
								break;
							case B_KING:
								if (bIsRedTurn)
									return 18888;
								break;
							default:
								m_AttackPos[RelatePos[k].y][RelatePos[k].x] += (30 + (m_BaseValue[nTargetType] - m_BaseValue[nChessType])/10)/10;
								break;
							}
						}
					}
				}
			}
		}

	for(i = 0; i < 10; i++)
		for(j = 0; j < 9; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				m_chessValue[i][j]++;
				m_chessValue[i][j] += m_FlexValue[nChessType] * m_FlexibilityPos[i][j];
				m_chessValue[i][j] += GetBingValue(j, i, position);
			}
		}
	int nHalfvalue;
	for(i = 0; i < 10; i++)
		for(j = 0; j < 9; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				nHalfvalue = m_BaseValue[nChessType]/16;
				m_chessValue[i][j] += m_BaseValue[nChessType];
				
				if (IsRed(nChessType))
				{
					if (m_AttackPos[i][j])
					{
						if (bIsRedTurn)
						{
							if (nChessType == R_KING)
							{
								m_chessValue[i][j]-= 20;
							}
							else
							{
								m_chessValue[i][j] -= nHalfvalue * 2;
								if (m_GuardPos[i][j])
									m_chessValue[i][j] += nHalfvalue;
							}
						}
						else
						{
							if (nChessType == R_KING)
								return 18888;
							m_chessValue[i][j] -= nHalfvalue*10;
							if (m_GuardPos[i][j])
								m_chessValue[i][j] += nHalfvalue*9;
						}
						m_chessValue[i][j] -= m_AttackPos[i][j];
					}
					else
					{
						if (m_GuardPos[i][j])
							m_chessValue[i][j] += 5;
					}
				}
				else
				{
					if (m_AttackPos[i][j])
					{
						if (!bIsRedTurn)
						{
							if (nChessType == B_KING)									
							{
								m_chessValue[i][j]-= 20;
							}
							else
							{
								m_chessValue[i][j] -= nHalfvalue * 2;
								if (m_GuardPos[i][j])
									m_chessValue[i][j] += nHalfvalue;
							}
						}
						else
						{
							if (nChessType == B_KING)
								return 18888;
							m_chessValue[i][j] -= nHalfvalue*10;
							if (m_GuardPos[i][j])
								m_chessValue[i][j] += nHalfvalue*9;
						}
						m_chessValue[i][j] -= m_AttackPos[i][j];
					}
					else
					{
						if (m_GuardPos[i][j])
							m_chessValue[i][j] += 5;
					}
				}
			}
		}

	int nRedValue = 0; 
	int	nBlackValue = 0;

	for(i = 0; i < 10; i++)
		for(j = 0; j < 9; j++)
		{
			nChessType = position[i][j];
//			if (nChessType == R_KING || nChessType == B_KING)
//				m_chessValue[i][j] = 10000;	
			if (nChessType != NOCHESS)
			{
				if (IsRed(nChessType))
				{
					nRedValue += m_chessValue[i][j];	
				}
				else
				{
					nBlackValue += m_chessValue[i][j];	
				}
			}
		}
		if (bIsRedTurn)
		{
			return nRedValue - nBlackValue;
		}
		else
		{
			return  nBlackValue-nRedValue ;
		}
}
示例#2
0
int CEveluation::Eveluate(BYTE position[8][8], BOOL bIsRedTurn)
{
	int i, j, k;
	int nChessType, nTargetType;
	count++;
//初始化临时变量
	memset(m_chessValue,0, 256);
	memset(m_AttackPos,0, 128); 
	memset(m_GuardPos,0, 64); 
	memset(m_FlexibilityPos, 0, 64);

	for(i = 0; i < 8; i++)
		for(j = 0; j < 8; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				GetRelatePiece(position, i, j);//y x
				for (k = 0; k < nPosCount; k++)
				{
					nTargetType = position[RelatePos[k].y][RelatePos[k].x];
					if (nTargetType == NOCHESS)
					{
						m_FlexibilityPos[i][j]++;	//灵活性增加
					}
					else
					{
						if (IsSameSide(nChessType, nTargetType))
						{
							m_GuardPos[RelatePos[k].y][RelatePos[k].x]++;
						}else
						{
							m_AttackPos[RelatePos[k].y][RelatePos[k].x]++;
							m_FlexibilityPos[i][j]++;	
							switch (nTargetType)
							{
							case R_KING:
								if (!bIsRedTurn)//若是红王受攻击,黑方走下一步 则返回失败极值
									return 18888;
								break;
							case B_KING:
								if (bIsRedTurn)//若是黑王受攻击,红方走下一步 则返回失败极值
									return 18888;
								break;
							default://其它棋子,加上威胁分
								m_AttackPos[RelatePos[k].y][RelatePos[k].x] += (30 + (m_BaseValue[nTargetType] - m_BaseValue[nChessType])/10)/10;
								break;
							}
						}
					}
				}
			}
		}
//下面统计扫描到的数据
	for(i = 0; i < 8; i++)
		for(j = 0; j < 8; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				m_chessValue[i][j]++;
				//加上灵活性分 值
				m_chessValue[i][j] += m_FlexValue[nChessType] * m_FlexibilityPos[i][j];
				//加上兵的附加值
				m_chessValue[i][j] += GetBingValue(j, i, position);
			}
		}
	//下面统计扫描到的数据
	int nHalfvalue;
	for(i = 0; i < 8; i++)
		for(j = 0; j <8; j++)
		{
			if(position[i][j] != NOCHESS)
			{
				nChessType = position[i][j];
				//棋子的基本价值的1/16作为威胁/保护的增量
				nHalfvalue = m_BaseValue[nChessType]/16;
				//每个棋子的基本价值入总价值
				m_chessValue[i][j] += m_BaseValue[nChessType];
				
				if (IsRed(nChessType))
				{
					if (m_AttackPos[i][j])//当前红棋被威胁
					{
						if (bIsRedTurn)//如果轮到红棋走
						{
							if (nChessType == R_KING)
							{
								m_chessValue[i][j]-= 20;//如果是红王价值减20
							}
							else//其它棋子
							{
								m_chessValue[i][j] -= nHalfvalue * 2;
								if (m_GuardPos[i][j])//被保护
									m_chessValue[i][j] += nHalfvalue;
							}
						}
						else//当前红棋被威胁 轮到黑棋走
						{
							if (nChessType == R_KING)
								return 18888;//失败 被将死
							m_chessValue[i][j] -= nHalfvalue*10;
							if (m_GuardPos[i][j])
								m_chessValue[i][j] += nHalfvalue*9;
						}
						//加上被威胁差
						///防止一个兵威胁一个车,而估值函数没有反应
						m_chessValue[i][j] -= m_AttackPos[i][j];
					}
					else//没有受到威胁
					{
						if (m_GuardPos[i][j])//受到了保护,加上一点分吧
							m_chessValue[i][j] += 5;
					}
				}
				else//黑棋 同理
				{
					if (m_AttackPos[i][j])
					{
						if (!bIsRedTurn)
						{
							if (nChessType == B_KING)									
							{
								m_chessValue[i][j]-= 20;
							}
							else
							{
								m_chessValue[i][j] -= nHalfvalue * 2;
								if (m_GuardPos[i][j])
									m_chessValue[i][j] += nHalfvalue;
							}
						}
						else
						{
							if (nChessType == B_KING)
								return 18888;
							m_chessValue[i][j] -= nHalfvalue*10;
							if (m_GuardPos[i][j])
								m_chessValue[i][j] += nHalfvalue*9;
						}
						m_chessValue[i][j] -= m_AttackPos[i][j];
					}
					else
					{
						if (m_GuardPos[i][j])
							m_chessValue[i][j] += 5;
					}
				}
			}
		}
//以上是统计了每一个棋子的总价值
//下面统计红黑双方的总分
	int nRedValue = 0; 
	int	nBlackValue = 0;

	for(i = 0; i < 8; i++)
		for(j = 0; j < 8; j++)
		{
			nChessType = position[i][j];
//			if (nChessType == R_KING || nChessType == B_KING)
//				m_chessValue[i][j] = 10000;	
			if (nChessType != NOCHESS)
			{
				if (IsRed(nChessType))//把红方的值加总
				{
					nRedValue += m_chessValue[i][j];	
				}
				else//把黑方的值加总
				{
					nBlackValue += m_chessValue[i][j];	
				}
			}
		}
		//返回估值
		if (bIsRedTurn)
		{
			return nRedValue - nBlackValue;
		}
		else
		{
			return  nBlackValue-nRedValue ;
		}
}