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Eveluation.cpp
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Eveluation.cpp
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// Eveluation.cpp: implementation of the CEveluation class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "chess.h"
#include "Eveluation.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//红兵的附加值
const int BA0[8][8]=
{
{1000, 1000, 1000, 1000, 1000, 1000, 1000, 1000},
{100,100,100,100,100,100,100,100},
{75,75,75,75 ,75 ,75,75,75},
{30,30,70,100,100,70,30,30},
{20,30,70,100,100,70,30,20},
{20,20,30, 50, 50,30,20,20},
{20,20,20, 20, 20,20,20,20},
{ 0, 0, 0, 0, 0, 0, 0, 0},
};
//黑兵的附加值
const int BA1[8][8]=
{
{ 0, 0, 0, 0, 0, 0, 0, 0},
{20,20,20, 20, 20,20,20,20},
{20,20,30, 50, 50,30,20,20},
{20,30,70,100,100,70,30,20},
{30,30,70,100,100,70,30,30},
{75,75,75,75,75,75,75,75},
{100,100,100,100,100,100,100,100},
{1000, 1000, 1000, 1000, 1000, 1000, 1000, 1000},
};
//位移步调
const int movex[9]={0,1,1,0,-1,-1,-1,0,1};
const int movey[9]={0,0,-1,-1,-1,0,1,1,1};
//马的位移步调
const int moveknightx[9]={0,2,2,1,-1,-2,-2,-1,1};
const int moveknighty[9]={0,1,-1,-2,-2,-1,1,2,2};
int CEveluation:: GetBingValue(int x, int y, BYTE CurSituation[][8])
{
if (CurSituation[y][x] == R_PAWN)
return BA0[y][x];
if (CurSituation[y][x] == B_PAWN)
return BA1[y][x];
return 0;
}
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CEveluation::CEveluation()
{
//初始化
m_BaseValue[B_KING] = BASEVALUE_KING;
m_BaseValue[B_ROOK] = BASEVALUE_ROOK;
m_BaseValue[B_KNIGHT] = BASEVALUE_KNIGHT;
m_BaseValue[B_BISHOP] = BASEVALUE_BISHOP;
m_BaseValue[B_QUEEN] = BASEVALUE_QUEEN;
m_BaseValue[B_PAWN] = BASEVALUE_PAWN;
m_BaseValue[R_KING] = BASEVALUE_KING;
m_BaseValue[R_ROOK] = BASEVALUE_ROOK;
m_BaseValue[R_KNIGHT] = BASEVALUE_KNIGHT;
m_BaseValue[R_BISHOP] = BASEVALUE_BISHOP;
m_BaseValue[R_QUEEN] = BASEVALUE_QUEEN;
m_BaseValue[R_PAWN] = BASEVALUE_PAWN;
m_FlexValue[B_KING] = FLEXIBILITY_KING;
m_FlexValue[B_ROOK] = FLEXIBILITY_ROOK;
m_FlexValue[B_KNIGHT] = FLEXIBILITY_KNIGHT;
m_FlexValue[B_BISHOP] = FLEXIBILITY_BISHOP;
m_FlexValue[B_QUEEN] = FLEXIBILITY_QUEEN;
m_FlexValue[B_PAWN] = FLEXIBILITY_PAWN;
m_FlexValue[R_KING] = FLEXIBILITY_KING;
m_FlexValue[R_ROOK] = FLEXIBILITY_ROOK;
m_FlexValue[R_KNIGHT] = FLEXIBILITY_KNIGHT;
m_FlexValue[R_BISHOP] = FLEXIBILITY_BISHOP;
m_FlexValue[R_QUEEN] = FLEXIBILITY_QUEEN;
m_FlexValue[R_PAWN] = FLEXIBILITY_PAWN;
}
CEveluation::~CEveluation()
{
}
int count=0;//全局变量,统计调用估值函数的次数
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 ;
}
}
CEveluation::AddPoint(int x, int y)
{
RelatePos[nPosCount].x = x;
RelatePos[nPosCount].y = y;
nPosCount++;
}
//位移步调
//马的位移步调
//from MoveGenerator.cpp
//extern int movex[9],movey[9],moveknightx[9],moveknighty[9];
//列举相关位置
//包括可以走到位置和可以保护的位置
//
int CEveluation::GetRelatePiece(BYTE position[8][8], int i, int j)//y x
{
nPosCount = 0;//在AddPoint中增加
BYTE nChessID;
// BYTE flag;
int k,x,y;
nChessID = position[i][j];
switch(nChessID)
{
case R_KING:
case B_KING:
for(k=1;k<9;k++)
{
x=j+movex[k];
y=i+movey[k];
if(x>=0&&x<8&&y>=0&&y<8)
AddPoint(x, y);
}
break;
case R_BISHOP:
case B_BISHOP:
for(k=2;k<9;k+=2)
{
x=j+movex[k];
y=i+movey[k];
while(x>=0&&x<8&&y>=0&&y<8)
{
if(NOCHESS==position[y][x])
AddPoint(x,y);
else//碰上了第一个棋子
{
AddPoint(x, y);
break;
}
x+=movex[k];
y+=movey[k];
}
}
break;
case R_KNIGHT:
case B_KNIGHT:
for(k=1;k<9;k++)
{
x=j+moveknightx[k];
y=i+moveknighty[k];
if(x>=0&&x<8&&y>=0&&y<8)
AddPoint(x, y);
}
break;
case R_ROOK:
case B_ROOK:
for(k=1;k<9;k+=2)
{
x=j+movex[k];
y=i+movey[k];
while(x>=0&&x<8&&y>=0&&y<8)
{
if(NOCHESS==position[y][x])
AddPoint(x,y);
else//碰上了第一个棋子
{
AddPoint(x, y);
break;
}
x+=movex[k];
y+=movey[k];
}
}
break;
case B_PAWN:
x=i;
y=j+1;//向前一步走
if(y<8&&NOCHESS==position[y][x])
AddPoint(x,y);
y=j+2;//向前二步走
if(j==1&&y<8&&NOCHESS==position[y][x])
AddPoint(x,y);
x=i-1;
y=j+1;//向左前吃子
if(x>=0&&y<8&&IsRed(position[y][x]))
AddPoint(x,y);
x=i+1;
y=j+1;//向右前吃子
if(x<8&&y<8&&IsRed(position[y][x]))
AddPoint(x,y);
break;
case R_PAWN:
x=i;
y=j-1;//向前一步走
if(y>=0&&NOCHESS==position[y][x])
AddPoint(x,y);
y=j-2;//向前二步走
if(j==6&&y>=0&&NOCHESS==position[y][x])
AddPoint(x,y);
x=i-1;
y=j-1;//向左前吃子
if(x>=0&&y>=0&&IsRed(position[y][x]))
AddPoint(x,y);
x=i+1;
y=j-1;//向右前吃子
if(x<8&&y>=0&&IsRed(position[y][x]))
AddPoint(x,y);
break;
case B_QUEEN:
case R_QUEEN:
for(k=1;k<9;k+=1)
{
x=j+movex[k];
y=i+movey[k];
while(x>=0&&x<8&&y>=0&&y<8)
{
if(NOCHESS==position[y][x])
AddPoint(x,y);
else//碰上了第一个棋子
{
AddPoint(x, y);
break;
}
x+=movex[k];
y+=movey[k];
}
}
break;
default:
break;
}
return nPosCount ;
}