{"id":151403,"student_id":1404,"content":"\n// 第一週,評估函數的教學\nfunction evaluation (grid) {\n var points = 0;\n for (var x=0; x\u003c8; x++) {\n for (var y=0; y\u003c8; y++) {\n if (grid[x][y] == 'b_pawn') points += 10;\n if (grid[x][y] == 'b_knight') points += 30;\n if (grid[x][y] == 'b_bishop') points += 30;\n if (grid[x][y] == 'b_rook') points += 50;\n if (grid[x][y] == 'b_queen') points += 300;\n if (grid[x][y] == 'b_king') points += 1000;\n\n if (grid[x][y] == 'w_pawn') points -= 10;\n if (grid[x][y] == 'w_knight') points -= 30;\n if (grid[x][y] == 'w_bishop') points -= 30;\n if (grid[x][y] == 'w_rook') points -= 50;\n if (grid[x][y] == 'w_queen') points -= 300;\n if (grid[x][y] == 'w_king') points -= 1000;\n } \n }\n return points;\n};\n\nfunction AI () {\n var startTime = Date.now();\n \n // 第一週,評估函數的教學\n // var bestPoint = -Infinity;\n // var fromX, fromY, toX, toY;\n // for (var x=0; x\u003c8; x++) {\n // for (var y=0; y\u003c8; y++) {\n // Chess.getSteps(x, y).forEach(function (pos) {\n // Chess.move(x, y, pos.x, pos.y);\n // var points = evaluation(grid);\n // if (points \u003e bestPoint) {\n // bestPoint = points;\n // fromX = x;\n // fromY = y;\n // toX = pos.x;\n // toY = pos.y;\n // }\n // Chess.undo();\n // });\n // } \n // };\n // Chess.move(fromX, fromY, toX, toY);\n \n \n // 第二週,極大極小演算法教學\n // function minimax (grid, turn, depth) {\n // if (depth === 0) {\n // return { points: evaluation(grid) }\n // }\n \n // var bestPoint = turn == 'b' ? -Infinity : +Infinity;\n // var fromX, fromY, toX, toY;\n \n // for (var x=0; x\u003c8; x++) {\n // for (var y=0; y\u003c8; y++) {\n // getSteps(x, y).forEach(function (pos) {\n \n // Chess.move(x, y, pos.x, pos.y);\n \n // var result = minimax(grid, turn === 'b' ? 'w' : 'b', depth - 1);\n \n // if (turn == 'b' \u0026\u0026 result.points \u003e bestPoint) {\n // bestPoint = result.points;\n // fromX = x;\n // fromY = y;\n // toX = pos.x;\n // toY = pos.y;\n // }\n // if (turn == 'w' \u0026\u0026 result.points \u003c bestPoint) {\n // bestPoint = result.points;\n // fromX = x;\n // fromY = y;\n // toX = pos.x;\n // toY = pos.y;\n // }\n \n // Chess.undo();\n \n // });\n // } \n // }\n \n // return {\n // fromX: fromX,\n // fromY: fromY,\n // toX: toX,\n // toY: toY,\n // points: bestPoint\n // }\n // }\n \n // 第三週,從極大極小值演算法加上剪枝,程式碼增加不超過十行,但概念講個一節課都需要花時間搞懂\n function alphabeta (grid, alpha, beta, turn, depth) {\n if (depth === 0) {\n return { points: evaluation(grid) }\n }\n \n var bestPoint = turn == 'b' ? -Infinity : +Infinity;\n var fromX, fromY, toX, toY;\n \n for (var x=0; x\u003c8; x++) {\n for (var y=0; y\u003c8; y++) {\n let steps = getSteps(x, y);\n for (var i=0; i\u003csteps.length; i++) {\n var pos = steps[i];\n \n Chess.move(x, y, pos.x, pos.y);\n \n var result = alphabeta(grid, alpha, beta, turn === 'b' ? 'w' : 'b', depth - 1);\n \n if (turn == 'b' \u0026\u0026 result.points \u003e bestPoint) {\n bestPoint = result.points;\n fromX = x;\n fromY = y;\n toX = pos.x;\n toY = pos.y;\n \n alpha = bestPoint;\n if (bestPoint \u003e= beta) {\n Chess.undo();\n return { points: bestPoint }\n }\n }\n if (turn == 'w' \u0026\u0026 result.points \u003c bestPoint) {\n bestPoint = result.points;\n fromX = x;\n fromY = y;\n toX = pos.x;\n toY = pos.y;\n \n beta = bestPoint;\n if (bestPoint \u003c= alpha) {\n Chess.undo();\n return { points: bestPoint }\n }\n }\n \n \n Chess.undo();\n \n };\n } \n }\n \n return {\n fromX: fromX,\n fromY: fromY,\n toX: toX,\n toY: toY,\n points: bestPoint\n }\n }\n \n // var result = minimax(grid, 'b', 4);\n var result = alphabeta(grid, -Infinity, +Infinity, 'b', 3);\n Chess.move(result.fromX, result.fromY, result.toX, result.toY);\n\n console.log((Date.now() - startTime)/1000 + 's');\n}\n\n\n","created_at":"2020-05-23T15:30:44.118+08:00","updated_at":"2020-05-23T15:33:13.091+08:00","name":"西洋棋AI","language":"javascript","screenshot":{"url":"https://cdn5.koding.school/uploads/project/screenshot/151403/c19ba827d564262a82f62357f6f829f0.jpg"},"parent_id":2,"plugin":"var 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 };\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 // 表示當前棋子的位置\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.png', 'light.png', 'red.png']);\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 (focusOn.x === undefined \u0026\u0026 grid[x][y][0] === instance.turn) {\n focusOn.x = x;\n focusOn.y = y;\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 if (window.AI) AI();\n }, 500);\n }\n focusOn.x = undefined;\n focusOn.y = undefined;\n clearBoardColor();\n \n \n \n }\n });\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 (var 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 });\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) 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 \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 grid[toX][toY] = grid[fromX][fromY];\n grid[fromX][fromY] = '';\n instance.turn = instance.turn === 'b' ? 'w' : 'b';\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 }\n instance.turn = instance.turn === 'b' ? 'w' : 'b';\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\ngrid = Chess.grid;\ngetSteps = Chess.getSteps;","description":null,"note":null,"status":"public","like_student_ids":[],"is_featured":false,"views":63,"hashid":"gk4s4mj3","is_content_changed":false,"review_status":"unsubmitted","submitted_at":null,"reviewed_at":null,"advise":null,"is_deleted":false}
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