話不多說直接上運行截圖:

黑棋是玩家的位置,紅色方是電腦,電腦會根據當前棋盤的情況選擇一個對自己有利卻對玩家不利的情況,
演算法可以實作電腦勝利,或者電腦和玩家平局,
代碼如下:
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>井字棋AI</title>
<style>
.title {
text-align: center;
}
.chess {
display: block;
/*變成塊級元素,使用margin居中*/
margin: 50px auto;
box-shadow: 5px 5px 5px #B9B9B9, -2px -2px 2px #EFEFEF;
cursor: pointer;
}
div {
text-align: center;
}
.restart {
padding: 10px 20px;
background-color: #EE82EE;
border-radius: 5px;
color: white;
cursor: pointer;
}
</style>
</head>
<body>
<h3 class="title">--井字棋--</h3>
<canvas class="chess" width="450px" height="450px"></canvas>
<div>
<a class="restart" onclick="rst()">重新開始</a>
</div>
</body>
<script>
var chess = document.getElementsByClassName("chess")[0];
var title = document.getElementsByClassName("title")[0];
var context = chess.getContext("2d");
context.strokeStyle = "#B9B9B9"
window.onload = function() {
drawChessBoard();
Init()
}
function drawChessBoard() {
for(var i = 0; i < 4; i++) {
//設定橫線起始點坐標
context.moveTo(15, 15 + i * 140)
//設定橫線結束點坐標
context.lineTo(435, 15 + i * 140)
//連接2點
context.stroke();
//設定豎線
context.moveTo(15 + i * 140, 15)
//設定橫線結束點坐標
context.lineTo(15 + i * 140, 435)
//連接2點
context.stroke();
}
}
//定義二維陣列標記棋子
var chessboard = []
for(var i = 0; i < 4; i++) {
chessboard[i] = [];
for(var j = 0; j < 4; j++) {
chessboard[i][j] = 0;
}
}
const NUMBER = 3
const STEP = 9
const MAN = 1
const COMPUTER = -1
const SEARCHDEPTH = 9
const INT_MAX = 999999
const INT_MIN = -1000000
var player = 0
var isGameOver = false
var currentDepth = 0
var bestPosition = {
x: 0,
y: 0
}
function Init() {
for(let i = 0; i < NUMBER; i++) {
for(let j = 0; j < NUMBER; j++) {
chessboard[i][j] = 0
}
}
player = MAN
isGameOver = false
currentDepth = 0
}
function isEnd() {
let i = 0
let j = 0
var count = 0
for(i = 0; i < NUMBER; i++) { //行
count = 0;
for(j = 0; j < NUMBER; j++)
count += chessboard[i][j];
if(count == 3 || count == -3)
return count / 3;
}
for(j = 0; j < NUMBER; j++) { //列
count = 0;
for(i = 0; i < NUMBER; i++)
count += chessboard[i][j];
if(count == 3 || count == -3)
return count / 3;
}
count = 0;
count = chessboard[0][0] + chessboard[1][1] + chessboard[2][2];
if(count == 3 || count == -3)
return count / 3;
count = chessboard[0][2] + chessboard[1][1] + chessboard[2][0];
if(count == 3 || count == -3)
return count / 3;
return 0;
}
function MaxMinSearch(depth) {
var value = 0;
if(player == MAN) value = INT_MIN;
if(player == COMPUTER) value = INT_MAX;
if(isEnd() != 0) {
return Evaluate();
}
if(depth == SEARCHDEPTH) {
value = Evaluate();
return value;
}
for(let i = 0; i < NUMBER; i++) {
for(let j = 0; j < NUMBER; j++) {
if(chessboard[i][j] == 0) {
if(player == MAN) {
chessboard[i][j] = MAN;
player = COMPUTER;
var nextvalue = MaxMinSearch(depth + 1);
player = MAN;
if(value < nextvalue) {
value = nextvalue;
if(depth == currentDepth) {
bestPosition.x = i;
bestPosition.y = j;
}
}
} else if(player == COMPUTER) {
chessboard[i][j] = COMPUTER;
player = MAN;
var nextvalue = MaxMinSearch(depth + 1);
player = COMPUTER;
if(value > nextvalue) {
value = nextvalue;
if(depth == currentDepth) {
bestPosition.x = i;
bestPosition.y = j;
}
}
}
chessboard[i][j] = 0;
}
}
}
return value;
}
function Logic(){
if (isGameOver) {
if (isEnd() == MAN) {
alert("游戲結束 玩家勝利")
} else if (isEnd() == COMPUTER) {
alert("游戲結束 電腦勝利")
} else {
alert("游戲結束 平局")
}
}
}
function Evaluate() {
var value = isEnd();
if(value == MAN) return INT_MAX;
if(value == COMPUTER) return INT_MIN;
}
chess.onclick = function(event) {
if(player != MAN) {
return;
}
//獲取坐標
var x = event.offsetX;
var y = event.offsetY;
x = Math.trunc((x - 15) / 140)
y = Math.trunc((y - 15) / 140)
ManPlay(x, y)
if(isEnd() == 0 && currentDepth < 8) {
ComputerPlay()
if(isEnd() != 0) {
isGameOver = true
}
} else {
isGameOver = true
}
Logic()
}
function ManPlay(x, y) {
chessboard[x][y] = MAN
DrawBroad(x,y,MAN)
currentDepth++
player = COMPUTER
}
function ComputerPlay() {
MaxMinSearch(currentDepth)
chessboard[bestPosition.x][bestPosition.y] = COMPUTER
DrawBroad(bestPosition.x,bestPosition.y,COMPUTER)
currentDepth++
player = MAN
}
//落子時繪畫棋盤
function DrawBroad(i, j, player) {
context.beginPath();
context.arc(85 + i * 140, 85 + j * 140, 40, 0, 2 * Math.PI); //畫圓
context.closePath();
var color;
if(player == MAN) {
color = "#000";
} else {
color = "red"
}
context.fillStyle = color;
context.fill();
}
function rst() {
window.location.reload();
}
</script>
</html>
其中,代碼的242行和244行中的
context.beginPath();
context.arc(85 + i * 140, 85 + j * 140, 40, 0, 2 * Math.PI); //畫圓
context.closePath();
分別是落筆和抬筆的操作,這樣可以避免canvas上畫圓時路徑相連的問題,
極大極小值的代碼借鑒了一篇c語言的博客,鏈接:
參考鏈接
轉載請註明出處,本文鏈接:https://www.uj5u.com/qita/382780.html
標籤:AI
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