知识大全 Java中国象棋博弈程序探秘之搜索算法

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  搜索是电脑棋手AI的核心 有效的搜索算法很关键 本文给出了一些常用的搜索算法代码 以及这些算法的改进 例如配合置换表 历史启发表 开局库 算法的深入学习可以参考注释里给出的地址 : )

  view plaincopy to clipboardprint?    /*

  * @(#)SearchEngine java

  * Author: <>

  * Created on May : : AM

  *

  * This program is free sofare; you can redistribute it and/or modify

  * it under the terms of the GNU General Public License as published by

  * the Free Sofare Foundation; either version of the License or

  * (at your option) any later version

  *

  * This program is distributed in the hope that it will be useful

  * but WITHOUT ANY WARRANTY; without even the implied warranty of

  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE See the

  * GNU Library General Public License for more details

  *

  * You should have received a copy of the GNU General Public License

  * along with this program; if not write to the Free Sofare

  * Foundation Inc Temple Place Suite Boston MA USA

  */

  package cn edu ynu sei chinesechess infrastructure search;

  import cn edu ynu sei chinesechesmon Motion;

  import cn edu ynu sei chinesechesmon Situation;

  import cn edu ynu sei chinesechess infrastructure search TranspositionTable NodeType;

  import java util Collections;

  import java util List;

  /**

  * This class descripts some search algorithms of game tree

  * @author <>

  * @version Jun

  */

  public class SearchEngine

  /**

  * value while win a game

  */

  public static final int WIN = ;

  /**

  * chessboard situation

  */

  public Situation situation;

  /**

  * the best move

  */

  public Motion bestMotion;

  /**

  * situation libaray

  */

  private Book book = new Book();

  /**

  * default search depth

  */

  public static int SEARCH_DEPTH = ;

  /**

  * For Performance Test

  * @param args should be <code>null</code>

  */

  public static void main(String[] args)

  SearchEngine instance;

  instance = new SearchEngine(new Situation());

  System out println( Getting start search! );

  long startTime = System nanoTime();

  //instance basicAlphaBetaSearch(SEARCH_DEPTH WIN WIN);

  //instance alphaBetaWithHistoryHeuristicSearch(SEARCH_DEPTH WIN WIN);

  //instance alphaBetaWithTranspositonSearch(SEARCH_DEPTH WIN WIN);

  //instance principalVariationSearch(SEARCH_DEPTH WIN WIN);

  //instance principalVariationWithHHSearch(SEARCH_DEPTH WIN WIN);

  instance negaScoutWithHHTTSearch(SEARCH_DEPTH WIN WIN);

  long estimatedTime = System nanoTime() startTime;

  System out println( Evaluated node count: + Situation nodeEvaluatedCount);

  System out println( TT hit count: + TranspositionTable hashHitCount);

  System out println( Best motion: + instance bestMotion toString());

  System out println( Elapsed Time: + estimatedTime / + s );

  System out println( );

  

  /**

  * Finds the best move on the specified chessboard situation

  * @param boardSituation the specified chessboard situation

  * @return the evaluate value

  */

  public int findTheBestMove(int[][] boardSituation)

  TranspositionTable initHashCode(boardSituation);

  return negaScoutWithHHTTSearch(SEARCH_DEPTH WIN WIN);

  

  /**

  * Search the FEN book for a good move

  * @return if find a move in the book retusns <code>true</code>

  * otherwise returns <code>false</code>

  */

  public boolean bookSearch()

  List<Motion> motions = situation generatePossibleMoves();

  for (Motion motion : motions)

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  if (book exists(situation chessboard))

  // this situation exists in book!

  bestMotion = motion;

  situation unMove();

  return true;

  

  situation unMove();

  

  return false;

  

  /**

  * Basic Alpha Beta search method

  * @param depth depth of search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  final int basicAlphaBetaSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  if (depth <= )

  return situation evaluate();

  

  List<Motion> motions = situation generatePossibleMoves();

  for (Motion motion : motions)

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  int score = basicAlphaBetaSearch(depth beta alpha);

  situation unMove();

  if (score > alpha)

  alpha = score;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  if (alpha >= beta)

  return beta;

  

  

  

  return alpha;

  

  /**

  * Alpha Beta with History Heuristic search method

  * @param depth depth of search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  @SuppressWarnings( unchecked )

  final int alphaBetaWithHistoryHeuristicSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  if (depth <= )

  return situation evaluate();

  

  List<Motion> motions = situation generatePossibleMoves();

  // History heuristic

  if (depth < SEARCH_DEPTH)

  for (Motion motion : motions)

  motion value = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX motion toY);

  

  // XXX do sort algorithm by myself for performance?

  Collections sort(motions);

  

  for (Motion motion : motions)

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  int score = alphaBetaWithHistoryHeuristicSearch(depth beta alpha);

  situation unMove();

  if (score > alpha)

  alpha = score;

  HistoryHeuristicTable setValue(motion fromX motion fromY

  motion toX motion toY

  (HistoryHeuristicTable getValue(

  motion fromX

  motion fromY

  motion toX

  motion toY) +

   << depth));

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  if (alpha >= beta)

  return beta;

  

  

  

  return alpha;

  

  /**

  * Principal Variation SearchEngine method

  * <p>Probably the best of the alpha beta variants this goes by

  * several names: <em><b>NegaScout</b></em> <em>Principal Variation SearchEngine</em>

  * or <em>PVS</em> for short The idea is that alpha beta search works

  * best if the first recursive search is likely to be the one

  * with the best score Techniques such as sorting the move list

  * or using a best move stored in the hash table make it especially

  * likely that the first move is best If it is we can search

  * the other moves more quickly by using the assumption that

  * they are not likely to be as good So PVS performs that first

  * search with a normal window but on subsequent searches uses a

  * zero width window to test each successive move against the first

  * move Only if the zero width search fails does it do a normal search

  * </p>

  * <p>

  * More detalis please visits:<br>

  * <a >

  * ICS Winter : Strategy and board game programming</a><br>

  * or Read this paper:<br>

  * Alexander Reinefild AN IMPROVEMENT TO THE SCOUT TREE SEARCH ALGORITHM

  *

  * </p>

  * @param depth depth search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  final int principalVariationSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  if (depth <= )

  return situation evaluate();

  

  List<Motion> motions = situation generatePossibleMoves();

  situation makeMove(motions get( ) fromX motions get( ) fromY

  motions get( ) toX motions get( ) toY);

  int best = principalVariationSearch(depth beta alpha);

  situation unMove();

  if (depth == SEARCH_DEPTH)

  bestMotion = motions get( );

  

  for (int i = ; i < motions size(); i++)

  if (best < beta)

  if (best > alpha)

  alpha = best;

  

  Motion motion = motions get(i);

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  int score = principalVariationSearch(depth alpha alpha);

  if (score > alpha && score < beta)

  // fail high re search

  best = principalVariationSearch(depth beta score);

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

   else if (score > best)

  best = score;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  

  situation unMove();

  

  

  return best;

  

  /**

  * Principal Variation with History Heuristic SearchEngine method(fail soft version)

  * @param depth depth search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  @SuppressWarnings( unchecked )

  final int principalVariationWithHHSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  if (depth <= )

  return situation evaluate();

  

  List<Motion> motions = situation generatePossibleMoves();

  // History heuristic

  if (depth < SEARCH_DEPTH)

  for (Motion motion : motions)

  motion value = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX motion toY);

  

  Collections sort(motions);

  

  Motion motion = motions get( );

  situation makeMove(motion fromX motion fromY

  motion toX motion toY);

  int best = principalVariationWithHHSearch(depth beta alpha);

  situation unMove();

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  int oldValue = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX

  motion toY);

  HistoryHeuristicTable setValue(motions get( ) fromX

  motions get( ) fromY

  motions get( ) toX

  motions get( ) toY

  (oldValue + << depth));

  

  for (int i = ; i < motions size(); i++)

  if (best < beta)

  if (best > alpha)

  alpha = best;

  

  motion = motions get(i);

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  int score = principalVariationWithHHSearch(depth alpha

   alpha);

  if (score > alpha && score < beta)

  best = principalVariationWithHHSearch(depth beta score);

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

   else if (score > best)

  int oldValue = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX

  motion toY);

  HistoryHeuristicTable setValue(motion fromX

  motion fromY

  motion toX

  motion toY

  (oldValue + << depth));

  best = score;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  

  situation unMove();

  

  

  return best;

  

  /**

  * Alpha Beta with Transposition Table search method

  * @param depth depth search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  final int alphaBetaWithTranspositonSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  // lookup transposition table

  int score = TranspositionTable lookup(depth alpha beta);

  if (score != )

  // hit the target!

  return score;

  

  if (depth <= )

  score = situation evaluate();

  // save the node

  TranspositionTable save(NodeType exact depth score);

  return score;

  

  NodeType hashItemType = NodeType unknown;

  List<Motion> motions = situation generatePossibleMoves();

  for (Motion motion : motions)

  int toId = situation makeMove(motion fromX motion fromY motion toX

  motion toY);

  score = alphaBetaWithTranspositonSearch(depth beta alpha);

  situation unMove();

  if (score > alpha)

  alpha = score;

  hashItemType = NodeType exact;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  if (alpha >= beta)

  TranspositionTable save(NodeType lowerBound depth alpha);

  return beta;

  

  

  

  if (hashItemType != NodeType unknown)

  TranspositionTable save(NodeType exact depth alpha);

   else

  TranspositionTable save(NodeType upperBound depth alpha);

  

  return alpha;

  

  /**

  * NegaScout with History Heuristic and Transposition Table search

  * @param depth depth search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  @SuppressWarnings( unchecked )

  final int negaScoutWithHHTTSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  // lookup transpositiont table

  int score = TranspositionTable lookup(depth alpha beta);

  if (score != )

  // hit the target!

  return score;

  

  if (depth <= )

  score = situation evaluate();

  TranspositionTable save(NodeType exact depth score);

  return score;

  

  List<Motion> motions = situation generatePossibleMoves();

  // History heuristic

  if (depth < SEARCH_DEPTH)

  for (Motion motion : motions)

  motion value = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX motion toY);

  

  Collections sort(motions);

  

  int bestmove = ;

  int a = alpha;

  int b = beta;

  int t;

  int oldValue;

  NodeType hashItemType = NodeType unknown;

  for (int i = ; i < motions size(); i++)

  Motion motion = motions get(i);

  int toId = situation makeMove(motion fromX motion fromY motion toX

  motion toY);

  t = negaScoutWithHHTTSearch(depth b a);

  if (t > a && t < beta && i > )

  a = negaScoutWithHHTTSearch(depth beta t);

  hashItemType = NodeType exact;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  bestmove = i;

  

  situation unMove();

  if (a < t)

  hashItemType = NodeType exact;

  a = t;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  

  if (a >= beta)

  TranspositionTable save(NodeType lowerBound depth a);

  oldValue = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX

  motion toY);

  HistoryHeuristicTable setValue(motion fromX

  motion fromY

  motion toX

  motion toY

  (oldValue + << depth));

  return a;

  

  b = a + ;  // set a new numm window

  

  oldValue = HistoryHeuristicTable getValue(motions get(bestmove) fromX

  motions get(bestmove) fromY

  motions get(bestmove) toX

  motions get(bestmove) toY);

  HistoryHeuristicTable setValue(motions get(bestmove) fromX

  motions get(bestmove) fromY

  motions get(bestmove) toX

  motions get(bestmove) toY

  (oldValue + << depth));

  if (hashItemType != NodeType unknown)

  TranspositionTable save(NodeType exact depth alpha);

   else

  TranspositionTable save(NodeType upperBound depth alpha);

  

  return a;

  

  /**

  * Constructor with parameters

  * @param situation the specified situation

  */

  public SearchEngine(Situation situation)

  this situation = situation;

  

  

  /*

  * @(#)SearchEngine java

  * Author: <>

  * Created on May : : AM

  *

  * This program is free sofare; you can redistribute it and/or modify

  * it under the terms of the GNU General Public License as published by

  * the Free Sofare Foundation; either version of the License or

  * (at your option) any later version

  *

  * This program is distributed in the hope that it will be useful

  * but WITHOUT ANY WARRANTY; without even the implied warranty of

  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE See the

  * GNU Library General Public License for more details

  *

  * You should have received a copy of the GNU General Public License

  * along with this program; if not write to the Free Sofare

  * Foundation Inc Temple Place Suite Boston MA USA

  */

  package cn edu ynu sei chinesechess infrastructure search;

  import cn edu ynu sei chinesechesmon Motion;

  import cn edu ynu sei chinesechesmon Situation;

  import cn edu ynu sei chinesechess infrastructure search TranspositionTable NodeType;

  import java util Collections;

  import java util List;

  /**

  * This class descripts some search algorithms of game tree

  * @author <>

  * @version Jun

  */

  public class SearchEngine

  /**

  * value while win a game

  */

  public static final int WIN = ;

  /**

  * chessboard situation

  */

  public Situation situation;

  /**

  * the best move

  */

  public Motion bestMotion;

  /**

  * situation libaray

  */

  private Book book = new Book();

  /**

  * default search depth

  */

  public static int SEARCH_DEPTH = ;

  /**

  * For Performance Test

  * @param args should be <code>null</code>

  */

  public static void main(String[] args)

  SearchEngine instance;

  instance = new SearchEngine(new Situation());

  System out println( Getting start search! );

  long startTime = System nanoTime();

  //instance basicAlphaBetaSearch(SEARCH_DEPTH WIN WIN);

  //instance alphaBetaWithHistoryHeuristicSearch(SEARCH_DEPTH WIN WIN);

  //instance alphaBetaWithTranspositonSearch(SEARCH_DEPTH WIN WIN);

  //instance principalVariationSearch(SEARCH_DEPTH WIN WIN);

  //instance principalVariationWithHHSearch(SEARCH_DEPTH WIN WIN);

  instance negaScoutWithHHTTSearch(SEARCH_DEPTH WIN WIN);

  long estimatedTime = System nanoTime() startTime;

  System out println( Evaluated node count: + Situation nodeEvaluatedCount);

  System out println( TT hit count: + TranspositionTable hashHitCount);

  System out println( Best motion: + instance bestMotion toString());

  System out println( Elapsed Time: + estimatedTime / + s );

  System out println( );

  

  /**

  * Finds the best move on the specified chessboard situation

  * @param boardSituation the specified chessboard situation

  * @return the evaluate value

  */

  public int findTheBestMove(int[][] boardSituation)

  TranspositionTable initHashCode(boardSituation);

  return negaScoutWithHHTTSearch(SEARCH_DEPTH WIN WIN);

  

  /**

  * Search the FEN book for a good move

  * @return if find a move in the book retusns <code>true</code>

  * otherwise returns <code>false</code>

  */

  public boolean bookSearch()

  List<Motion> motions = situation generatePossibleMoves();

  for (Motion motion : motions)

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  if (book exists(situation chessboard))

  // this situation exists in book!

  bestMotion = motion;

  situation unMove();

  return true;

  

  situation unMove();

  

  return false;

  

  /**

  * Basic Alpha Beta search method

  * @param depth depth of search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  final int basicAlphaBetaSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  if (depth <= )

  return situation evaluate();

  

  List<Motion> motions = situation generatePossibleMoves();

  for (Motion motion : motions)

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  int score = basicAlphaBetaSearch(depth beta alpha);

  situation unMove();

  if (score > alpha)

  alpha = score;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  if (alpha >= beta)

  return beta;

  

  

  

  return alpha;

  

  /**

  * Alpha Beta with History Heuristic search method

  * @param depth depth of search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  @SuppressWarnings( unchecked )

  final int alphaBetaWithHistoryHeuristicSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  if (depth <= )

  return situation evaluate();

  

  List<Motion> motions = situation generatePossibleMoves();

  // History heuristic

  if (depth < SEARCH_DEPTH)

  for (Motion motion : motions)

  motion value = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX motion toY);

  

  // XXX do sort algorithm by myself for performance?

  Collections sort(motions);

  

  for (Motion motion : motions)

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  int score = alphaBetaWithHistoryHeuristicSearch(depth beta alpha);

  situation unMove();

  if (score > alpha)

  alpha = score;

  HistoryHeuristicTable setValue(motion fromX motion fromY

  motion toX motion toY

  (HistoryHeuristicTable getValue(

  motion fromX

  motion fromY

  motion toX

  motion toY) +

   << depth));

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  if (alpha >= beta)

  return beta;

  

  

  

  return alpha;

  

  /**

  * Principal Variation SearchEngine method

  * <p>Probably the best of the alpha beta variants this goes by

  * several names: <em><b>NegaScout</b></em> <em>Principal Variation SearchEngine</em>

  * or <em>PVS</em> for short The idea is that alpha beta search works

  * best if the first recursive search is likely to be the one

  * with the best score Techniques such as sorting the move list

  * or using a best move stored in the hash table make it especially

  * likely that the first move is best If it is we can search

  * the other moves more quickly by using the assumption that

  * they are not likely to be as good So PVS performs that first

  * search with a normal window but on subsequent searches uses a

  * zero width window to test each successive move against the first

  * move Only if the zero width search fails does it do a normal search

  * </p>

  * <p>

  * More detalis please visits:<br>

  * <a >

  * ICS Winter : Strategy and board game programming</a><br>

  * or Read this paper:<br>

  * Alexander Reinefild AN IMPROVEMENT TO THE SCOUT TREE SEARCH ALGORITHM

  *

  * </p>

  * @param depth depth search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  final int principalVariationSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  if (depth <= )

  return situation evaluate();

  

  List<Motion> motions = situation generatePossibleMoves();

  situation makeMove(motions get( ) fromX motions get( ) fromY

  motions get( ) toX motions get( ) toY);

  int best = principalVariationSearch(depth beta alpha);

  situation unMove();

  if (depth == SEARCH_DEPTH)

  bestMotion = motions get( );

  

  for (int i = ; i < motions size(); i++)

  if (best < beta)

  if (best > alpha)

  alpha = best;

  

  Motion motion = motions get(i);

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  int score = principalVariationSearch(depth alpha alpha);

  if (score > alpha && score < beta)

  // fail high re search

  best = principalVariationSearch(depth beta score);

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

   else if (score > best)

  best = score;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  

  situation unMove();

  

  

  return best;

  

  /**

  * Principal Variation with History Heuristic SearchEngine method(fail soft version)

  * @param depth depth search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  @SuppressWarnings( unchecked )

  final int principalVariationWithHHSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  if (depth <= )

  return situation evaluate();

  

  List<Motion> motions = situation generatePossibleMoves();

  // History heuristic

  if (depth < SEARCH_DEPTH)

  for (Motion motion : motions)

  motion value = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX motion toY);

  

  Collections sort(motions);

  

  Motion motion = motions get( );

  situation makeMove(motion fromX motion fromY

  motion toX motion toY);

  int best = principalVariationWithHHSearch(depth beta alpha);

  situation unMove();

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  int oldValue = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX

  motion toY);

  HistoryHeuristicTable setValue(motions get( ) fromX

  motions get( ) fromY

  motions get( ) toX

  motions get( ) toY

  (oldValue + << depth));

  

  for (int i = ; i < motions size(); i++)

  if (best < beta)

  if (best > alpha)

  alpha = best;

  

  motion = motions get(i);

  situation makeMove(motion fromX motion fromY motion toX motion toY);

  int score = principalVariationWithHHSearch(depth alpha

   alpha);

  if (score > alpha && score < beta)

  best = principalVariationWithHHSearch(depth beta score);

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

   else if (score > best)

  int oldValue = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX

  motion toY);

  HistoryHeuristicTable setValue(motion fromX

  motion fromY

  motion toX

  motion toY

  (oldValue + << depth));

  best = score;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  

  situation unMove();

  

  

  return best;

  

  /**

  * Alpha Beta with Transposition Table search method

  * @param depth depth search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  final int alphaBetaWithTranspositonSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  // lookup transposition table

  int score = TranspositionTable lookup(depth alpha beta);

  if (score != )

  // hit the target!

  return score;

  

  if (depth <= )

  score = situation evaluate();

  // save the node

  TranspositionTable save(NodeType exact depth score);

  return score;

  

  NodeType hashItemType = NodeType unknown;

  List<Motion> motions = situation generatePossibleMoves();

  for (Motion motion : motions)

  int toId = situation makeMove(motion fromX motion fromY motion toX

  motion toY);

  score = alphaBetaWithTranspositonSearch(depth beta alpha);

  situation unMove();

  if (score > alpha)

  alpha = score;

  hashItemType = NodeType exact;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  if (alpha >= beta)

  TranspositionTable save(NodeType lowerBound depth alpha);

  return beta;

  

  

  

  if (hashItemType != NodeType unknown)

  TranspositionTable save(NodeType exact depth alpha);

   else

  TranspositionTable save(NodeType upperBound depth alpha);

  

  return alpha;

  

  /**

  * NegaScout with History Heuristic and Transposition Table search

  * @param depth depth search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if game is over returns <code> WIN</code> if depth arrived

  * returns evaluat value(leaf node value) otherwise returns bound(

  * determined by cut off)

  */

  @SuppressWarnings( unchecked )

  final int negaScoutWithHHTTSearch(int depth int alpha int beta)

  if (situation gameOver() != )

  return WIN;

  

  // lookup transpositiont table

  int score = TranspositionTable lookup(depth alpha beta);

  if (score != )

  // hit the target!

  return score;

  

  if (depth <= )

  score = situation evaluate();

  TranspositionTable save(NodeType exact depth score);

  return score;

  

  List<Motion> motions = situation generatePossibleMoves();

  // History heuristic

  if (depth < SEARCH_DEPTH)

  for (Motion motion : motions)

  motion value = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX motion toY);

  

  Collections sort(motions);

  

  int bestmove = ;

  int a = alpha;

  int b = beta;

  int t;

  int oldValue;

  NodeType hashItemType = NodeType unknown;

  for (int i = ; i < motions size(); i++)

  Motion motion = motions get(i);

  int toId = situation makeMove(motion fromX motion fromY motion toX

  motion toY);

  t = negaScoutWithHHTTSearch(depth b a);

  if (t > a && t < beta && i > )

  a = negaScoutWithHHTTSearch(depth beta t);

  hashItemType = NodeType exact;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  bestmove = i;

  

  situation unMove();

  if (a < t)

  hashItemType = NodeType exact;

  a = t;

  if (depth == SEARCH_DEPTH)

  bestMotion = motion;

  

  

  if (a >= beta)

  TranspositionTable save(NodeType lowerBound depth a);

  oldValue = HistoryHeuristicTable getValue(motion fromX

  motion fromY

  motion toX

  motion toY);

  HistoryHeuristicTable setValue(motion fromX

  motion fromY

  motion toX

  motion toY

  (oldValue + << depth));

  return a;

  

  b = a + ;  // set a new numm window

  

  oldValue = HistoryHeuristicTable getValue(motions get(bestmove) fromX

  motions get(bestmove) fromY

  motions get(bestmove) toX

  motions get(bestmove) toY);

  HistoryHeuristicTable setValue(motions get(bestmove) fromX

  motions get(bestmove) fromY

  motions get(bestmove) toX

  motions get(bestmove) toY

  (oldValue + << depth));

  if (hashItemType != NodeType unknown)

  TranspositionTable save(NodeType exact depth alpha);

   else

  TranspositionTable save(NodeType upperBound depth alpha);

  

  return a;

  

  /**

  * Constructor with parameters

  * @param situation the specified situation

  */

  public SearchEngine(Situation situation)

  this situation = situation;

  

  

  view plaincopy to clipboardprint?    /*

  * @(#)Book java

  * Author: <>

  * Created on Jun : : PM

  *

  * This program is free sofare; you can redistribute it and/or modify

  * it under the terms of the GNU General Public License as published by

  * the Free Sofare Foundation; either version of the License or

  * (at your option) any later version

  *

  * This program is distributed in the hope that it will be useful

  * but WITHOUT ANY WARRANTY; without even the implied warranty of

  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE See the

  * GNU Library General Public License for more details

  *

  * You should have received a copy of the GNU General Public License

  * along with this program; if not write to the Free Sofare

  * Foundation Inc Temple Place Suite Boston MA USA

  */

  package cn edu ynu sei chinesechess infrastructure search;

  import cn edu ynu sei chinesechesmon Situation;

  import cn edu ynu sei chinesechess infrastructure fen FEN;

  import cn edu ynu sei chinesechess infrastructure fen FENAccessor;

  import java util HashMap;

  import java util List;

  import java util Map;

  /**

  * Opening book endgame book or any chessboard situation book

  * Currently this class ONLY can read FEN file

  * @author <>

  * @version Jun

  */

  final public class Book

  /**

  * book situation hash map

  */

  public Map<Integer FEN> hashMap = new HashMap<Integer FEN>();

  /**

  * Packaged default constructor

  */

  Book()

  List<FEN> fens = FENAccessor readFile( book_final );

  Integer hashCode = ;

  for (FEN fen : fens)

  hashCode = TranspositionTable calcCurHashCode(fen chessboard);

  hashMap put(hashCode fen);

  

  

  /**

  * This book exists the specified chessboard situation?

  * @param chessboard the specified chessboard

  * @return if exists returns <code>true</code> otherwise

  * returns <code>false</code>

  */

  final public boolean exists(int[][] chessboard)

  FEN f = hashMap get(TranspositionTable calcCurHashCode(chessboard));

  if (f != null && f isBlackDone == false)

  return true;

  

  return false;

  

  

  /*

  * @(#)Book java

  * Author: <>

  * Created on Jun : : PM

  *

  * This program is free sofare; you can redistribute it and/or modify

  * it under the terms of the GNU General Public License as published by

  * the Free Sofare Foundation; either version of the License or

  * (at your option) any later version

  *

  * This program is distributed in the hope that it will be useful

  * but WITHOUT ANY WARRANTY; without even the implied warranty of

  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE See the

  * GNU Library General Public License for more details

  *

  * You should have received a copy of the GNU General Public License

  * along with this program; if not write to the Free Sofare

  * Foundation Inc Temple Place Suite Boston MA USA

  */

  package cn edu ynu sei chinesechess infrastructure search;

  import cn edu ynu sei chinesechesmon Situation;

  import cn edu ynu sei chinesechess infrastructure fen FEN;

  import cn edu ynu sei chinesechess infrastructure fen FENAccessor;

  import java util HashMap;

  import java util List;

  import java util Map;

  /**

  * Opening book endgame book or any chessboard situation book

  * Currently this class ONLY can read FEN file

  * @author <>

  * @version Jun

  */

  final public class Book

  /**

  * book situation hash map

  */

  public Map<Integer FEN> hashMap = new HashMap<Integer FEN>();

  /**

  * Packaged default constructor

  */

  Book()

  List<FEN> fens = FENAccessor readFile( book_final );

  Integer hashCode = ;

  for (FEN fen : fens)

  hashCode = TranspositionTable calcCurHashCode(fen chessboard);

  hashMap put(hashCode fen);

  

  

  /**

  * This book exists the specified chessboard situation?

  * @param chessboard the specified chessboard

  * @return if exists returns <code>true</code> otherwise

  * returns <code>false</code>

  */

  final public boolean exists(int[][] chessboard)

  FEN f = hashMap get(TranspositionTable calcCurHashCode(chessboard));

  if (f != null && f isBlackDone == false)

  return true;

  

  return false;

  

  

  view plaincopy to clipboardprint?    /*

  * @(#)HistoryHeuristicTable java

  * Author: <>

  * Created on May : : PM

  *

  * This program is free sofare; you can redistribute it and/or modify

  * it under the terms of the GNU General Public License as published by

  * the Free Sofare Foundation; either version of the License or

  * (at your option) any later version

  *

  * This program is distributed in the hope that it will be useful

  * but WITHOUT ANY WARRANTY; without even the implied warranty of

  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE See the

  * GNU Library General Public License for more details

  *

  * You should have received a copy of the GNU General Public License

  * along with this program; if not write to the Free Sofare

  * Foundation Inc Temple Place Suite Boston MA USA

  */

  package cn edu ynu sei chinesechess infrastructure search;

  /**

  * A <em>History Heuristic Table</em> maintains all best motion in

  * the past

  * (@link cn edu ynu mon Motion#value)

  * @author <>

  * @version Jun

  */

  final class HistoryHeuristicTable

  /**

  * hold all best moves

  */

  static int[][][][] holds = new int[ ][ ][ ][ ];

  /**

  * singleton

  */

  private static HistoryHeuristicTable instance = new HistoryHeuristicTable();

  /**

  * Gets the single instance of the class

  * @return history heuristic instance

  */

  final public static HistoryHeuristicTable getInstance()

  if (instance == null)

  instance = new HistoryHeuristicTable();

  

  return instance;

  

  /**

  * Private default constructor

  */

  private HistoryHeuristicTable()

  

  /**

  * Returns the history motion

  * @param fromX x coordinate of which chessman do this move

  * @param fromY y coordinate of which chessman do this move

  * @param toX x coordinate of which chessman s destination

  * @param toY y coordinate of which chessman s destination

  * @return this move s value

  */

  final static int getValue(int fromX int fromY int toX int toY)

  return holds[fromX][fromY][toX][toY];

  

  /**

  * Sets the history motion

  * @param fromX x coordinate of which chessman do this move

  * @param fromY y coordinate of which chessman do this move

  * @param toX x coordinate of which chessman s destination

  * @param toY y coordinate of which chessman s destination

  * @param newValue the new value

  */

  final static void setValue(int fromX int fromY int toX int toY int newValue)

  holds[fromX][fromY][toX][toY] = newValue;

  

  

  /*

  * @(#)TranspositionTable java

  * Author: <>

  * Created on Jun : : AM

  *

  * This program is free sofare; you can redistribute it and/or modify

  * it under the terms of the GNU General Public License as published by

  * the Free Sofare Foundation; either version of the License or

  * (at your option) any later version

  *

  * This program is distributed in the hope that it will be useful

  * but WITHOUT ANY WARRANTY; without even the implied warranty of

  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE See the

  * GNU Library General Public License for more details

  *

  * You should have received a copy of the GNU General Public License

  * along with this program; if not write to the Free Sofare

  * Foundation Inc Temple Place Suite Boston MA USA

  */

  package cn edu ynu sei chinesechess infrastructure search;

  import java util Random;

  /**

  * A <em>Transpositon Table</em> maintains a mass of node had evaluated

  * In the table we use <code>HashTable</code> to store each game tree node

  * @author <>

  * @version Jun

  */

  final public class TranspositionTable

  // XXX currently using bits hash code

  /**

  * transposition table s size

  */

  final static int SIZE = * * ;

  /**

  * holds the chessboard condition<br>

  * <ul>

  * <li> : kinds of chessman from to </li>

  * </li> : * matrics form chessboard

  * </ul>

  * @see cn edu ynu sei chinesechesmon Constants

  * @see cn edu ynu sei chinesechesmon Situation#chessboard

  */

  static int[][][] hashCodes = new int[ ][ ][ ];

  /**

  * the holds [ ] for min value and max value

  */

  static HashNode[][] items = new HashNode[ ][SIZE];

  /**

  * a bits integer acts for current hash code

  */

  static int curHashCode;

  /**

  * Transposition table hit count

  */

  public static int hashHitCount = ;

  /**

  * singleton

  */

  private static TranspositionTable instance = new TranspositionTable();

  /**

  * Gets the single instance

  * @return transposition table single instance

  */

  public static TranspositionTable getInstance()

  if (instance == null)

  instance = new TranspositionTable();

  

  return instance;

  

  /**

  * Initializes the hash code of the specified chessboard situation

  * @param chessboard the specified chessboard situation

  */

  final static void initHashCode(int[][] chessboard)

  curHashCode = calcCurHashCode(chessboard);

  

  /**

  * Private default constructor

  */

  private TranspositionTable()

  Random random = new Random();

  for (int i = ; i < ; i++)

  for (int j = ; j < ; j++)

  for (int k = ; k < ; k++)

  hashCodes[i][j][k] = Math abs(random nextInt());

  

  

  

  for (int i = ; i < ; i++)

  for (int j = ; j < SIZE; j++)

  items[i][j] = new HashNode();

  

  

  

  /**

  * Calculates the hash code for the specified chessboard situation

  * @param chessboard the specified chessboar situation

  * @return bits hash code

  */

  final public static int calcCurHashCode(int[][] chessboard)

  int ret = ;

  for (int i = ; i < ; i++)

  for (int j = ; j < ; j++)

  ret ^= hashCodes[chessboard[i][j]][i][j];

  

  

  return ret;

  

  /**

  * Save a chessboard situation into transposition table

  * @param type type of this hash item

  * @param depth depth depth of search

  * @param value value of this hash value

  */

  final public static void save(NodeType type int depth int value)

  // depth % : for max for min

  HashNode item = items[depth % ][curHashCode % SIZE];

  item depth = depth;

  item hashCode = curHashCode;

  item type = type;

  item value = value;

  

  /**

  * Lookup a chessboard situation in transposition table

  * @param depth depth of search

  * @param alpha min value to max value the floor

  * @param beta  max value to min value the ceiling

  * @return if find the result returns value otherwise

  * returns <code> </code>

  */

  final public static int lookup(int depth int alpha int beta)

  // depth % : for max for min

  HashNode item = items[depth % ][curHashCode % SIZE];

  if (item depth == depth && item hashCode == curHashCode)

  hashHitCount++;

  switch (item type)

  case exact:

  return item value;

  case lowerBound:

  if (item value >= beta)

  return item value;

   else

  break;

  

  case upperBound:

  if (item value <= alpha)

  return item value;

   else

  break;

  

  

  

  // doesn t hit the target

  return ;

  

  /**

  * Recovery the hash value of a motion had done

  * @param fromX x coordinate of which chessman do this move

  * @param fromY y coordinate of which chessman do this move

  * @param toX x coordinate of which chessman s destination

  * @param toY y coordinate of which chessman s destination

  * @param chessmanId the target position s chessman

  * @param chessboard current chessboard situation

  */

  final public static void unMoveHash(int fromX int fromY int toX int toY

  int chessmanId int[][] chessboard)

  int toId = chessboard[toX][toY];

  // retrieves the random number before the motion done

  curHashCode ^= hashCodes[toId][fromX][fromY];

  // removes chessman which position is toId

  curHashCode ^= hashCodes[toId][toX][toY];

  if (chessmanId != )

  // recovery hash value chessman be eaten

  curHashCode ^= hashCodes[chessmanId][toX][toY];

  

  

  /**

  * Generates the hash value of a motion on the current situation

  * @param fromX x coordinate of which chessman do this move

  * @param fromY y coordinate of which chessman do this move

  * @param toX x coordinate of which chessman s destination

  * @param toY y coordinate of which chessman s destination

  * @param chessboard current chessboard situation

  */

  final public static void moveHash(int fromX int fromY int toX int toY

  int[][] chessboard)

  int fromId toId;

  fromId = chessboard[fromX][fromY];

  toId = chessboard[toX][toY];

  // removes chessman which position is fromId

  curHashCode ^= hashCodes[fromId][fromX][fromY];

  if (toId != )

  // if toId position has a chessman removes it

  curHashCode ^= hashCodes[toId][toX][toY];

  

  // retrieves the random number at toId

  curHashCode ^= hashCodes[fromId][toX][toY];

  

  /**

  * Hash item type description

  */

  enum NodeType

  /**

  * the hash item s value had evaluated

  */

  exact

  /**

  * the hash item s value is low bound

  */

  lowerBound

  /**

  * the hash item s value is upper bound

  */

  upperBound

  /**

  * the hash item s value is unknown

  */

  unknown

  ;

  /**

  * Hash item description

  */

  final class HashNode

  /**

  * bits hash code

  */

  int hashCode;

  /**

  * item s type

  */

  NodeType type = NodeType unknown;

  /**

  * search depth

  */

  int depth;

  /**

  * item s value

  */

  int value;

  

          转载请保留作者信息

  作者

  Blog

cha138/Article/program/Java/hx/201311/26849

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