{"id":60532,"student_id":173,"content":"// noprotect\nvar count=0;\nfunction AI () {\n var a=Date.now()\n count=0;\n var result = alphabeta(-9999999999,9999999999,4, 'b')\n \n chess.move(result.fromX, result.fromY, result.toX, result.toY)\n console.log((Date.now()-a)/1000)\n console.log(count)\n}\nfunction alphabeta(alpha,beta,depth, turn) {\n var fromX = 0\n var fromY = 0\n var toX = 0\n var toY = 0;\n var bestpoints;\n if (turn == 'b') {\n bestpoints=-9999999999999\n } else {\n bestpoints = 9999999999999\n }\n\n\n for (var a = 0; a \u003c 8; a++) {\n for (var b = 0; b \u003c 8; b++) {\n var steps = chess.getSteps(a, b)\n if (steps.length \u003e 0) {\n for (var i = 0; i \u003c steps.length; i++) {\n \n \n var point\n var sx = steps[i].x\n var sy = steps[i].y\n chess.move(a, b, sx, sy)\n count++\n if (depth \u003e 0) {\n if (turn == 'b') {\n point = alphabeta(alpha,beta,depth-1, 'w').bestpoints\n } else {\n point = alphabeta(alpha,beta,depth-1, 'b').bestpoints\n }\n\n } else {\n point = evaluation(chess.grid)\n }\n\n if(point \u003e alpha \u0026\u0026 turn == 'b') {\n bestpoints = point\n fromX = a\n fromY = b\n toX = sx\n toY = sy\n alpha=bestpoints\n }\n \n if(point \u003c beta \u0026\u0026 turn == 'w') {\n bestpoints = point\n fromX = a\n fromY = b\n toX = sx\n toY = sy\n beta=bestpoints\n }\n chess.undo()\n if(alpha\u003ebeta){\n return{\n bestpoints:bestpoints\n }\n }\n }\n\n }\n }\n }\n \n\n return {\n bestpoints: bestpoints,\n fromX: fromX,\n fromY: fromY,\n toX: toX,\n toY: toY\n }\n}\nfunction minimax(depth, turn) {\n var fromX = 0\n var fromY = 0\n var toX = 0\n var toY = 0;\n var bestpoints;\n if (turn == 'b') {\n bestpoints=-9999999999999\n } else {\n bestpoints = 9999999999999\n }\n\n\n for (var a = 0; a \u003c 8; a++) {\n for (var b = 0; b \u003c 8; b++) {\n var steps = chess.getSteps(a, b)\n if (steps.length \u003e 0) {\n for (var i = 0; i \u003c steps.length; i++) {\n var point\n var sx = steps[i].x\n var sy = steps[i].y\n chess.move(a, b, sx, sy)\n count++\n if (depth \u003e 0) {\n if (turn == 'b') {\n point = minimax(depth-1, 'w').bestpoints\n } else {\n point = minimax(depth-1, 'b').bestpoints\n }\n\n } else {\n point = evaluation(chess.grid)\n }\n\n if(point \u003e bestpoints \u0026\u0026 turn == 'b') {\n bestpoints = point\n fromX = a\n fromY = b\n toX = sx\n toY = sy\n }\n \n if(point \u003c bestpoints \u0026\u0026 turn == 'w') {\n bestpoints = point\n fromX = a\n fromY = b\n toX = sx\n toY = sy\n }\n chess.undo()\n }\n\n }\n }\n }\n \n\n return {\n bestpoints: bestpoints,\n fromX: fromX,\n fromY: fromY,\n toX: toX,\n toY: toY\n }\n\n\n}\n// 評估函式\nfunction evaluation (grid) {\n var points = 0;\n for (var x = 0; x \u003c 8; x++) {\n for (var y = 0; y \u003c 8; y++) {\n if (grid[x][y] == \"b_pawn\") {\n points += 10\n }\n if (grid[x][y] == \"b_knight\") {\n points += 30\n }\n if (grid[x][y] == \"b_bishop\") {\n points += 40\n }\n if (grid[x][y] == \"b_rook\") {\n points += 50\n }\n if (grid[x][y] == \"b_queen\") {\n points += 100\n }\n if (grid[x][y] == \"b_king\") {\n points += 999\n }\n if (grid[x][y] == \"w_pawn\") {\n points -= 10\n }\n if (grid[x][y] == \"w_knight\") {\n points -= 30\n }\n if (grid[x][y] == \"w_bishop\") {\n points -= 40\n }\n if (grid[x][y] == \"w_rook\") {\n points -= 50\n }\n if (grid[x][y] == \"w_queen\") {\n points -= 100\n }\n if (grid[x][y] == \"w_king\") {\n points -= 999\n }\n }\n }\n return points;\n};","created_at":"2019-03-23T18:45:56.339+08:00","updated_at":"2019-11-10T10:44:49.269+08:00","name":"西洋棋AI 副本","language":"javascript","screenshot":{"url":"https://cdn0.koding.school/uploads/project/screenshot/60532/0b4560cbc7fe3f15b660649c690087e7.jpg"},"parent_id":52797,"plugin":"// noprotect\nvar chess = (function () {\n \n let instance = {\n // w、b 表示當前回合下棋的顏色,遊戲開始白色先下\n turn: 'w',\n message: '',\n gameOver: false,\n };\n \n // 選定移動的格子\n let focusOn = {\n x: undefined,\n y: undefined,\n }\n \n // 紀錄所有的移動,在 undo 返回時調用\n let logs = [];\n \n // 存放棋盤格子角色\n let board = [[], [], [], [], [], [], [], []]; \n \n // 存放棋子角色\n let chessman = [[], [], [], [], [], [], [], []];\n \n // 角色造型編號與名稱對照表\n let chessmanCostumeIds = [\n 'b_rook', // 0\n 'b_knight', // 1\n 'b_bishop', // 2\n 'b_king', // 3\n 'b_queen', // 4\n 'b_pawn', // 5\n 'w_rook', // 6\n 'w_knight', // 7\n 'w_bishop', // 8\n 'w_king', // 9\n 'w_queen', // 10\n 'w_pawn', // 11\n ];\n \n // 初始棋子的位置\n let grid = [\n ['b_rook', 'b_pawn', '', '', '', '', 'w_pawn', 'w_rook'],\n ['b_knight', 'b_pawn', '', '', '', '', 'w_pawn', 'w_knight'],\n ['b_bishop', 'b_pawn', '', '', '', '', 'w_pawn', 'w_bishop'],\n ['b_king', 'b_pawn', '', '', '', '', 'w_pawn', 'w_king'],\n ['b_queen', 'b_pawn', '', '', '', '', 'w_pawn', 'w_queen'],\n ['b_bishop', 'b_pawn', '', '', '', '', 'w_pawn', 'w_bishop'],\n ['b_knight', 'b_pawn', '', '', '', '', 'w_pawn', 'w_knight'],\n ['b_rook', 'b_pawn', '', '', '', '', 'w_pawn', 'w_rook'],\n ];\n \n // 初始化棋盤格子\n for (let x = 0; x \u003c 8; x++) {\n for (let y = 0; y \u003c 8; y++) {\n let block = createSprite(['dark.jpg', 'light.jpg', 'red.jpg', 'blue.jpg']);\n block.x = 120 + 50*x + 25;\n block.y = 40 + 50*y + 25;\n block.scale = .5;\n board[x][y] = block;\n \n block.on('click', function () {\n if (instance.gameOver) return;\n if (focusOn.x === undefined \u0026\u0026 grid[x][y][0] === instance.turn) {\n focusOn.x = x;\n focusOn.y = y;\n block.costumeId = 3;\n // 將可移動到的格子上色\n getSteps(x, y).forEach((pos) =\u003e {\n board[pos.x][pos.y].costumeId = 2; // 上紅色\n });\n } else {\n if (board[x][y].costumeId === 2) {\n move(focusOn.x, focusOn.y, x, y);\n \n // 暫時插在這裏\n setTimeout(function() {\n var startTime = Date.now();\n instance.message = 'thinking';\n if (window.AI) AI();\n if (!instance.gameOver)\n instance.message = 'Cost: ' + (Date.now() - startTime)/1000 + 's'\n }, 300);\n }\n focusOn.x = undefined;\n focusOn.y = undefined;\n clearBoardColor();\n }\n });\n }\n }\n clearBoardColor(); // 重置棋盤的顏色\n \n // 初始化棋盤角色\n for (let x = 0; x \u003c 8; x++) {\n for (let y = 0; y \u003c 8; y++) {\n let costumes = [];\n for (let i=0; i\u003cchessmanCostumeIds.length; i++) {\n costumes.push(chessmanCostumeIds[i] + '.png');\n }\n let piece = createSprite(costumes);\n piece.scale = .2;\n piece.x = 120 + 50*x + 25;\n piece.y = 40 + 50*y + 25;\n chessman[x][y] = piece;\n }\n }\n \n // 監聽 grid 二維陣列的狀態並即時反應在遊戲畫面上\n forever(function() {\n for (let x = 0; x \u003c 8; x++) {\n for (let y = 0; y \u003c 8; y++) {\n if (grid[x][y] !== '') {\n chessman[x][y].hidden = false;\n chessman[x][y].costumeId = chessmanCostumeIds.indexOf(grid[x][y]);\n } else {\n chessman[x][y].hidden = true;\n }\n }\n }\n // 繪製棋盤外框\n pen.fillColor = 'black';\n pen.drawRect(120-2, 40-2, 400+4, 400+4);\n // 顯示花費時間&遊戲狀態\n print(instance.message, 320 - instance.message.length*3.5, 15);\n });\n \n // 清除棋盤上提示的顏色格子\n function clearBoardColor () {\n for (let x = 0; x \u003c 8; x++) {\n for (let y = 0; y \u003c 8; y++) {\n board[x][y].costumeId = (x + y)%2;\n }\n }\n }\n \n // 返回 x, y 格子的棋子能到達的所有格子位置\n function getSteps(x, y) {\n if (grid[x][y] == undefined || grid[x][y][0] !== instance.turn || instance.gameOver) return [];\n \n if (grid[x][y] == 'b_rook' || grid[x][y] == 'w_rook') return rookSteps(x, y);\n if (grid[x][y] == 'b_knight' || grid[x][y] == 'w_knight') return knightSteps(x, y);\n if (grid[x][y] == 'b_bishop' || grid[x][y] == 'w_bishop') return bishopSteps(x, y);\n if (grid[x][y] == 'b_king' || grid[x][y] == 'w_king') return kingSteps(x, y);\n if (grid[x][y] == 'b_queen' || grid[x][y] == 'w_queen') return queenSteps(x, y);\n if (grid[x][y] == 'b_pawn' || grid[x][y] == 'w_pawn') return pawnSteps(x, y);\n return [];\n }\n \n function knightSteps (x, y) {\n let result = [];\n [\n { x: 2, y: 1 },\n { x: -2, y: -1 },\n { x: 1, y: 2 },\n { x: -1, y: -2 },\n { x: -1, y: 2 },\n { x: 1, y: -2 },\n { x: -2, y: 1 },\n { x: 2, y: -1 },\n ].forEach((pos) =\u003e {\n let xx = pos.x + x;\n let yy = pos.y + y;\n if (xx \u003c 0 || yy \u003c 0 || xx \u003e= 8 || yy \u003e= 8) return;\n if (grid[xx][yy][0] === instance.turn) return;\n result.push({ x: xx, y: yy });\n });\n return result;\n }\n \n function bishopSteps (x, y) {\n return lineSteps(x, y, 1, -1)\n .concat(lineSteps(x, y, -1, 1))\n .concat(lineSteps(x, y, 1, 1))\n .concat(lineSteps(x, y, -1, -1))\n }\n \n function rookSteps (x, y) {\n return lineSteps(x, y, 0, -1)\n .concat(lineSteps(x, y, 0, 1))\n .concat(lineSteps(x, y, 1, 0))\n .concat(lineSteps(x, y, -1, 0))\n }\n \n function queenSteps (x, y) {\n return rookSteps(x, y).concat(bishopSteps(x, y));\n }\n \n function kingSteps (x, y) {\n let result = [];\n [\n { x: -1, y: -1 },\n { x: 0, y: -1 },\n { x: 1, y: -1 },\n { x: -1, y: 0 },\n { x: 1, y: 0 },\n { x: -1, y: 1 },\n { x: 0, y: 1 },\n { x: 1, y: 1 }\n ].forEach((pos) =\u003e {\n let xx = pos.x + x;\n let yy = pos.y + y;\n if (xx \u003c 0 || yy \u003c 0 || xx \u003e= 8 || yy \u003e= 8) return;\n if (grid[xx][yy][0] === instance.turn) return;\n result.push({\n x: xx, y: yy\n });\n });\n return result;\n }\n \n function pawnSteps (x, y) {\n let result = [];\n if (instance.turn === 'b') {\n if (grid[x][y + 1] === '') {\n result.push({x: x, y: y + 1});\n if (y == 1 \u0026\u0026 grid[x][y + 2] === '') result.push({x: x, y: y + 2});\n }\n if (x + 1 \u003c= 7 \u0026\u0026 grid[x + 1][y + 1][0] == 'w') result.push({x: x+1, y: y + 1});\n if (x - 1 \u003e= 0 \u0026\u0026 grid[x - 1][y + 1][0] == 'w') result.push({x: x-1, y: y + 1});\n } else {\n if (grid[x][y - 1] === '') {\n result.push({x: x, y: y - 1});\n if (y == 6 \u0026\u0026 grid[x][y - 2] === '') result.push({x: x, y: y - 2});\n }\n if (x + 1 \u003c= 7 \u0026\u0026 grid[x + 1][y - 1][0] == 'b') result.push({x: x+1, y: y - 1});\n if (x - 1 \u003e= 0 \u0026\u0026 grid[x - 1][y - 1][0] == 'b') result.push({x: x-1, y: y - 1});\n }\n return result;\n }\n \n function lineSteps (x, y, offsetX, offsetY) {\n let result = [];\n for (let i = 1; i \u003c 8; i++) {\n let xx = x + i*offsetX;\n let yy = y + i*offsetY;\n if (xx \u003c 0 || yy \u003c 0 || xx \u003e= 8 || yy \u003e= 8) break;\n if (grid[xx][yy] !== '') {\n if (grid[xx][yy][0] !== instance.turn) {\n result.push({ x: xx, y: yy });\n }\n break;\n }\n result.push({ x: xx, y: yy });\n }\n return result;\n }\n \n // 角色移動\n function move (fromX, fromY, toX, toY) {\n logs.push(['move', fromX, fromY, toX, toY, grid[toX][toY]]);\n checkIsGameOver(toX, toY);\n grid[toX][toY] = grid[fromX][fromY];\n grid[fromX][fromY] = '';\n chackIsPromotion(toX, toY);\n instance.turn = instance.turn === 'b' ? 'w' : 'b';\n }\n \n // 判斷遊戲是否將軍\n function checkIsGameOver (toX, toY) {\n if (grid[toX][toY] === 'b_king') {\n instance.gameOver = true;\n instance.message = 'White is Winner';\n logs.push(['gameOver']);\n }\n if (grid[toX][toY] === 'w_king') {\n instance.gameOver = true;\n instance.message = 'Black is Winner';\n logs.push(['gameOver']);\n }\n }\n \n // 判斷是否升變\n function chackIsPromotion (toX, toY) {\n if (toY === 7 \u0026\u0026 grid[toX][toY] === 'b_pawn') {\n grid[toX][toY] = 'b_queen';\n logs.push(['promotion', toX, toY]);\n }\n if (toY === 0 \u0026\u0026 grid[toX][toY] === 'w_pawn') {\n grid[toX][toY] = 'w_queen';\n logs.push(['promotion', toX, toY]);\n }\n }\n \n // 返回上一個動作\n function undo () {\n if (logs.length \u003c= 0) return;\n let action = logs.pop();\n if (action[0] === 'move') {\n grid[action[1]][action[2]] = grid[action[3]][action[4]];\n grid[action[3]][action[4]] = action[5]; \n instance.turn = instance.turn === 'b' ? 'w' : 'b';\n }\n if (action[0] === 'promotion') {\n let x = action[1];\n let y = action[2];\n if (y === 0) grid[x][y] = 'w_pawn';\n if (y === 7) grid[x][y] = 'b_pawn';\n undo(); // 升變與移動是同一個回合\n }\n if (action[0] === 'gameOver') {\n instance.gameOver = false;\n undo();\n }\n }\n \n // 開放介面\n instance.grid = grid;\n instance.move = move;\n instance.undo = undo;\n instance.getSteps = getSteps;\n \n return instance;\n\n})();\n","description":null,"note":null,"status":"public","like_student_ids":[],"is_featured":false,"views":93,"hashid":"d5ms6kq8","is_content_changed":false,"review_status":"unsubmitted","submitted_at":null,"reviewed_at":null,"advise":null,"is_deleted":false}
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