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js實(shí)現(xiàn)AI五子棋人機(jī)大戰(zhàn)

 更新時(shí)間:2020年05月28日 10:38:34   作者:Aa獨(dú)角戲  
這篇文章主要為大家詳細(xì)介紹了js實(shí)現(xiàn)AI五子棋人機(jī)大戰(zhàn),文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

本文實(shí)例為大家分享了js實(shí)現(xiàn)AI五子棋人機(jī)大戰(zhàn)的具體代碼,供大家參考,具體內(nèi)容如下

實(shí)現(xiàn)原理就是計(jì)算五子棋所有贏的種類,利用canvas實(shí)現(xiàn)五子棋排版落子。

<!DOCTYPE html>
<html lang="en">
<head>
 <meta charset="UTF-8">
 <meta name="viewport" content="width=device-width, initial-scale=1.0">
 <meta http-equiv="X-UA-Compatible" content="ie=edge">
 <title>五子棋</title>
 
 <style>
 #canvas{
  display: block;
  margin:50px auto;
  box-shadow: -2px -2px 2px #EFEFEF, 5px 5px 5px #b9b9b9;
 }
 </style>
</head>
<body>
 
 <canvas id="canvas" width="450px" height="450px"></canvas>
 
 <script>
 var canvas = document.getElementById('canvas');
 var context = canvas.getContext('2d');
 
 var me = true; //true黑子, false, 白子
 var over = false;
 var box = []; //全部落子點(diǎn)
 var wins = []; //全部贏的方法 三維數(shù)組
 
 for(var i = 0; i< 15 ;i++) {
 box[i] = [];
 wins[i] = [];
 for(var j = 0; j < 15; j++) {
  box[i][j] = 0;
  wins[i][j] = [];
 }
 }
 
 
 var count = 0; //總共贏的數(shù)量572種
 //橫向
 for(var a = 0; a < 15; a++) {
 for(var b = 0; b < 11;b++) {
  //wins[0][0][0]
  //wins[0][1][0]
  //wins[0][2][0]
  for(var c = 0; c < 5;c++) {
  wins[a][b + c][count] = true;
  }
  count++;
 }
 }
 //縱向
 for(var a = 0; a < 15; a++) {
 for(var b = 0; b < 11;b++) {
  //wins[0][0][0]
  //wins[0][1][0]
  //wins[0][2][0]
  for(var c = 0; c < 5;c++) {
  wins[b + c][a][count] = true;
  }
  count++;
 }
 }
 
 //斜 '\'
 for(var a = 0; a < 11; a++) {
 for(var b = 0; b < 11;b++) {
  //a = 0, b = 10
  //win[0][10]
  //win[1][11]
  for(var c =0; c < 5;c++) {
  wins[a + c][b + c][count] = true;
  }
  count++;
 }
 }
 //反斜 '/'
 for(var a = 0; a < 11; a++) {
 for(var b = 4; b < 15;b++) {
  //a = 0, b = 0
  //win[0][5]
  //win[1][4]
  for(var c =0; c < 5;c++) {
  wins[a + c][b - c][count] = true;
  }
  count++;
 }
 }
 //我方、計(jì)算機(jī)方總共可以贏的數(shù)量,每在某一方式上可以贏的位置下一顆子,myWin[i]++
 //當(dāng)myWin[i] == 5,說明我方在這個方式上贏的落子已經(jīng)達(dá)到5顆,說明我方已經(jīng)贏了
 var myWin = []; //
 var computerWin = [];
 for(var i = 0; i < count;i++) {
 myWin[i] = 0;
 computerWin[i] = 0;
 }
 
 //畫縱橫線條
 function drawLine() {
 
 context.strokeStyle = '#ccc';
 for(var i = 0; i < 15; i++) {
  context.moveTo(15 + 30 * i, 15);
  context.lineTo(15 + 30 * i, 435);
  context.stroke();
 
  context.moveTo(15, 15 + 30 * i);
  context.lineTo(435, 15 + 30 * i);
  context.stroke();
 }
 }
 drawLine()
 
 //走一步,畫黑白子,并記錄,黑子為1,白子為2
 function oneStep(i, j, me) {
 context.beginPath();
 context.arc(15 + i * 30, 15 + j*30, 13, 0, Math.PI * 2);
 context.closePath();
 
 var gradient = context.createRadialGradient(15 + i * 30 + 2, 15 + j*30 - 2, 13, 15 + i * 30 + 2, 15 + j*30 - 2, 0)
 if(me) { //黑子
  gradient.addColorStop(0, '#0A0A0A');
  gradient.addColorStop(1, '#636766');
  box[i][j] = 1;
 
 } else { //白子
  gradient.addColorStop(0, '#D1D1D1');
  gradient.addColorStop(1, '#F9F9F9');
  box[i][j] = 2;
 }
 context.fillStyle = gradient;
 context.fill();
 }
 
 canvas.onclick = function(e) {
 if(over) return;
 if(!me) return;
 var x = Math.floor(e.offsetX/30);
 var y = Math.floor(e.offsetY/30);
 if(box[x][y] == 0) { //判斷沒有落子
  oneStep(x, y, me);
  
  for(var k = 0; k<count; k++) {//第幾種贏法
  if(wins[x][y][k]) {
   myWin[k]++;
   computerWin[k] = 6; //因?yàn)槲曳皆谶@個點(diǎn)上已經(jīng)落子,所以計(jì)算機(jī)不可能在這個點(diǎn)上贏,
   if(myWin[k] == 5) {
   console.log('你贏了')
   over = true;
   }
  }
  }
  if(!over) {
  me = !me;
  computerAI();
  }
 }
 }
 
 //計(jì)算機(jī)
 function computerAI() {
 var myScore = []; //我方分?jǐn)?shù)
 var computerScore = []; //計(jì)算機(jī)分?jǐn)?shù)
 var max = 0; //最大分?jǐn)?shù)
 var u = 0, v = 0; //最大分?jǐn)?shù)點(diǎn)
 for(var i =0; i < 15; i++) {
  myScore[i] = [];
  computerScore[i] = [];
  for(var j =0; j < 15; j++) {
  myScore[i][j] = 0;
  computerScore[i][j] = 0;
  }
 }
 
 for(var i =0; i < 15; i++) {
  for(var j =0; j < 15; j++) {
  if(box[i][j] == 0) { //每個空閑點(diǎn)上進(jìn)行計(jì)算分?jǐn)?shù)
   for(var k =0;k<count;k++) { //遍歷所有可以贏的,數(shù)量
   if(wins[i][j][k]) { //可以贏的點(diǎn)進(jìn)行算分
 
    if(myWin[k] == 1) {
    myScore[i][j] += 200;
    } else if(myWin[k] == 2) {
    myScore[i][j] += 400;
    } else if(myWin[k] == 3) {
    myScore[i][j] += 2000;
    } else if(myWin[k] == 4) {
    myScore[i][j] += 10000;
    }
 
    if(computerWin[k] == 1) {
    computerScore[i][j] += 220;
    } else if(computerWin[k] == 2) {
    computerScore[i][j] += 420;
    } else if(computerWin[k] == 3) {
    computerScore[i][j] += 2100;
    } else if(computerWin[k] == 4) {
    computerScore[i][j] += 20000;
    }
   }
   }
 
   //得出最大分?jǐn)?shù)的點(diǎn),并賦給u,v
   if(myScore[i][j] > max) {
   max = myScore[i][j];
   u = i;
   v = j;
   } else if(myScore[i][j] == max) {
   if(computerScore[i][j] > computerScore[u][v]) {
    u = i;
    v = j;
   }
   }
 
   if(computerScore[i][j] > max) {
   max = computerScore[i][j];
   u = i;
   v = j;
   } else if(computerScore[i][j] == max) {
   if(myScore[i][j] > myScore[u][v]) {
    u = i;
    v = j;
   }
   }
 
  }//所有空閑點(diǎn)上進(jìn)行計(jì)算分?jǐn)?shù)
  }
 }
 
 oneStep(u, v, false); //走一步
 
 for(var k = 0; k<count; k++) {//第幾種贏法
  if(wins[u][v][k]) {
  computerWin[k]++;
  myWin[k] = 6;
  if(computerWin[k] == 5) {
   console.log('計(jì)算機(jī)贏了--')
   over = true;
  }
  }
 }
 
 if(!over) {
  me = !me;
 }
 
 } 
 
 
 </script>
 
</body>
</html>

效果圖如下

實(shí)際操作效果還行,但相比真正ai實(shí)現(xiàn)還是有很多不足。/p>

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以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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