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我已经为 Checkers 游戏编写了一个带有alpha beta 修剪的minimax算法,现在我正在尝试使用negamax方法重写它。我希望两者是等价的,因为 negamax 只是一种编写 minimax 的技术。但由于某种原因,我的两种算法表现不同。当我在相同的输入上运行它们时,negamax 版本似乎评估了更多的状态,所以我认为 alpha beta 修剪一定有问题。

下面的代码显示了算法(minimaxnegamax函数),并在底部显示了play我调用它们的函数。该evaluate函数是我用来评估两种算法状态的基本启发式方法。

任何发现错误的帮助都会非常有用。

#include "player.hpp"
#include <algorithm>
#include <limits>
#include <cstdlib>

namespace checkers
{

int evaluatedStates = 0;

int evaluate(const GameState &state)
{
    // FIXME: Improve heuristics.
    int redScore = 0;
    int whiteScore = 0;
    int piece = 0;
    for (int i = 1; i <= 32; ++i)
    {
        piece = state.at(i);
        if (piece & CELL_RED) {
            ++redScore;
            if (piece & CELL_KING)
                redScore += 2;   // King bonus.
        } else if (piece & CELL_WHITE) {
            ++whiteScore;
            if (piece & CELL_KING)
                whiteScore += 2; // King bonus.
        }
    }
    return state.getNextPlayer() == CELL_RED ? whiteScore - redScore : redScore - whiteScore;
}

int minimax(const GameState &state, int depth, int a, int b, bool max)
{
    if (depth == 0 || state.isEOG()) {
        ++evaluatedStates;
        return evaluate(state);
    }
    std::vector<GameState> possibleMoves;
    state.findPossibleMoves(possibleMoves);
    if (max) {
        for (const GameState &move : possibleMoves) {
            a = std::max(a, minimax(move, depth - 1, a, b, false));
            if (b <= a)
                return b; // β cutoff.
        }
        return a;
    } else {
        for (const GameState &move : possibleMoves) {
            b = std::min(b, minimax(move, depth - 1, a, b, true));
            if (b <= a)
                return a; // α cutoff.
        }
        return b;
    }
}

int negamax(const GameState &state, int depth, int a, int b)
{
    if (depth == 0 || state.isEOG()) {
        ++evaluatedStates;
        return evaluate(state);
    }
    std::vector<GameState> possibleMoves;
    state.findPossibleMoves(possibleMoves);
    for (const GameState &move : possibleMoves) {
        a = std::max(a, -negamax(move, depth - 1, -b, -a));
        if (b <= a)
            return b; // β cutoff.
    }
    return a;
}

GameState Player::play(const GameState &pState, const Deadline &pDue)
{
    GameState bestMove(pState, Move());

    std::vector<GameState> possibleMoves;
    pState.findPossibleMoves(possibleMoves);

    int a = -std::numeric_limits<int>::max();
    int b = std::numeric_limits<int>::max();
    for (const GameState &move : possibleMoves) {
        int v = negamax(move, 10, a, b);
        //int v = minimax(move, 10, a, b, false);
        if (v > a) {
            a = v;
            bestMove = move;
        }
    }
    std::cerr << "Evaluated states: " << evaluatedStates << std::endl;
    return bestMove;
}

/*namespace checkers*/ }
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1 回答 1

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您的minimax()negamax()功能是正确的。我假设这会state.getNextPlayer()返回下一个必须移动的玩家。这意味着您的evaluate()negamax()函数会从该玩家的角度返回一个分数。

但是,minimax()从 的角度返回一个分数max。因此,如果您尝试minimax()play()函数中取消注释,则会导致错误

//int v = negamax(move, 10, a, b);
int v = minimax(move, 10, a, b, false); // assumes perspective of min player
                                ^^^^^

if (v > a) {                            // assumes perspective of max player
    a = v;
    bestMove = move;
}

minimax()用参数替换调用true应该可以解决它:

int v = minimax(move, 10, a, b, true); // assumes perspective of max player
于 2013-09-15T20:21:14.777 回答