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mythread.cpp
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mythread.cpp
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#include "mythread.h"
#include <QThread>
#include <QDebug>
#include <QMessageBox>
extern QVector<Pos> root;
extern int Count, ABcut, tag, sto;
MyThread::MyThread(QObject *parent) : QObject(parent)
{
isStop = false;
}
void MyThread::initial(HASHITEM *_H, uint64_t _Z[20][20][3], uint64_t _hash,
int _chess[20][20], int _vis[3][20][20], int key, int _limit,
int _depth, int _algoFlag, bool _openlog, int _order)
{
hash = _hash;
hold = key;
for(int i = 0; i < 15; i++){
for(int j = 0; j < 15; j++){
chess[i][j] = _chess[i][j];
vis[1][i][j] = _vis[1][i][j];
vis[2][i][j] = _vis[2][i][j];
Z[i][j][1] = _Z[i][j][1];
Z[i][j][2] = _Z[i][j][2];
}
}
limit = _limit;
depth = _depth;
algoFlag = _algoFlag;
openlog = _openlog;
order = _order;
H = new HASHITEM[HASH_TABLE_SIZE]();
if(H == nullptr){
qDebug("failed to create hashtable");
}
}
MyThread::~MyThread(){
delete H;
}
void MyThread::dowork(const QString& str)
{
Pos ret(20, 20);
QVector<Pos> path;
if(isStop == false){
t2.start();
if(limit > 0 && depth < 30)
{
topFlag = true;
if(algoFlag == 1){
deepSearch(ret, hold, hold, depth, depth, -R_INFINTETY, R_INFINTETY, path);
}else if(algoFlag == 0){
PVS(ret, hold, depth, -R_INFINTETY,R_INFINTETY, path);
}else if(algoFlag == 2){
int guess =str.toLong();
MTD(ret, hold, guess, depth);
}
}
QString temp;
if(algoFlag == 2){
temp.sprintf("%d,%d,%d,%d,%d,",5 ,ret.x, ret.y, ret.value, root.size());
}else{
temp.sprintf("%d,%d,%d,%d,%d,",5 ,ret.x, ret.y, ret.value, 10);
}
// qDebug("target=%d, store=%d", tag, sto);
if(runing && limit > 0) temp += "1";
else temp += "0";
emit resultReady(temp);
isStop = true;
}
else{
QThread::sleep(1);
}
}
void MyThread::setFlag(bool flag){
isStop = flag;
}
int MyThread::valueChess(int x, int y, int key, int *piority){
int i, j;
int p[8]; // p对应方向的子力
int b[8]; // blank对应方向的子力,之后的空位
int bp[8]; // bp对应方向的子力,之后的空位,之后的子力
int bpb[8]; // bpb对应方向的子力,之后的空位,之后的子力,之后的空位
int two=0, three=0, jump=0, four=0, five=0;
int sleep_three=0, sleep_two=0, sleep_jump=0;
memset(p, 0, sizeof(p));
memset(b, 0, sizeof(b));
memset(bp, 0, sizeof(bp));
memset(bpb, 0, sizeof(bpb));
// 方向从上方开始,顺时针寻找
for (i = 0, j = 1; i < 8; i++, j = 1){
for(; j <= 5 && inside(x+vx[i]*j, y+vy[i]*j) && chess[x+vx[i]*j][y+vy[i]*j] == key; j++, p[i]++);
for(; j <= 5 && inside(x+vx[i]*j, y+vy[i]*j) && chess[x+vx[i]*j][y+vy[i]*j] == 0; j++, b[i]++);
for(; j <= 5 && inside(x+vx[i]*j, y+vy[i]*j) && chess[x+vx[i]*j][y+vy[i]*j] == key; j++, bp[i]++);
for(; j <= 5 && inside(x+vx[i]*j, y+vy[i]*j) && chess[x+vx[i]*j][y+vy[i]*j] == 0; j++, bpb[i]++);
}
for (i = 0; i < 4; i++){
if(p[i] + p[i+4] >= 4) {
// OOOOO
five++;
}
if(p[i] + p[i+4] == 3){
// +OOOO+
if(b[i] >= 1 && b[i+4] >= 1 ) { four += 2;} // 四连
// +OOOO
if(b[i] == 0 && b[i+4] >= 1 ) { four++;} // 冲四
if(b[i] >= 1 && b[i+4] == 0 ) { four++;} // 冲四
}
if(p[i] + p[i+4] == 2){
// OOO+O
if(b[i] == 1 && bp[i] >= 1 ) { four++;} // 跳四
if(b[i+4] == 1 && bp[i+4] >= 1 ) { four++;}
// ++OOO+
if (b[i] >= 2 && b[i+4] >= 1 && b[i] + b[i+4] >= 3 && bp[i+4] == 0) { three++;} // 活三
else if(b[i] >= 1 && b[i+4] >= 2 && b[i] + b[i+4] >= 3 && bp[i] == 0) { three++;} // 活三
// OOO++ // +OOO+
if(b[i] == 1 && b[i+4] == 1) { sleep_three++;} // 眠三
else if(b[i] == 0 && b[i+4] >= 2) { sleep_three++;} // 眠三
else if(b[i+4] == 0 && b[i] >= 2) { sleep_three++;} // 眠三
}
if(p[i] + p[i+4] == 1){
// OO+OO
if(b[i] == 1 && bp[i] >= 2 ) { four++;} // 跳四
if(b[i+4] == 1 && bp[i+4] >= 2 ) { four++;}
// +OO+O+
if (b[i] == 1 && bp[i] == 1 && bpb[i] >= 1 && b[i+4] >= 1 && b[i+4] - bp[i+4] > 0) { jump++;} // 跳三
else if(b[i+4] == 1 && bp[i+4] == 1 && b[i] >= 1 && bpb[i+4] >= 1 && b[i] - bp[i] > 0) { jump++;} // 跳三
// OO+O+ or +OO+O
if (b[i] == 1 && bp[i] == 1 && bpb[i] + b[i+4] == 1 ) { sleep_jump++;} // 眠三
else if(b[i+4] == 1 && bp[i+4] == 1 && b[i] + bpb[i+4] == 1 ) { sleep_jump++;}
// OO++O
if (b[i] == 2 && bp[i] >= 1 ) { sleep_jump++;}
else if(b[i+4] == 2 && bp[i+4] >= 1 ) { sleep_jump++;}
// +++OO++ && ++OO+++
if (b[i] >= 1 && b[i+4] >= 1 && b[i] + b[i+4] >= 5) { two++; } // 活二
else if (b[i] + b[i+4] <= 5) { sleep_two++; } // 眠二
else if (b[i] == 0 && b[i+4] >= 5) { sleep_two++; } // 眠二
else if (b[i+4] == 0 && b[i] >= 5) { sleep_two++; } // 眠二
}
if(p[i] + p[i+4] == 0){
// O+OOO
if(b[i] == 1 && bp[i] >= 3 ) { four++;}
if(b[i+4] == 1 && bp[i+4] >= 3 ) { four++;}
// +O+OO+
if (b[i] == 1 && bp[i] == 2 && bpb[i] >= 1 && b[i+4] >= 1) { jump++;}
else if(b[i+4] == 1 && bp[i+4] == 2 && bpb[i+4] >= 1 && b[i] >= 1) { jump++;}
// O+OO+ && +O+OO
if((b[i] == 1 && bp[i] == 2 && (bpb[i] >= 1 || b[i+4] >= 1))) { sleep_jump++;}
else if((b[i+4] == 1 && bp[i+4] == 2 && (bpb[i+4] >= 1 || b[i] >= 1))) { sleep_jump++;}
// +O+O++
if(b[i] >= 2 && b[i+4] == 1 && bp[i+4] == 1 && bpb[i+4] >= 1) { two++;}
if(b[i+4] >= 2 && b[i] == 1 && bp[i] == 1 && bpb[i] >= 1) { two++;}
// +O++O+
if(b[i] >= 1 && b[i+4] == 2 && bp[i+4] == 1 && bpb[i+4] >= 1) { two++;}
if(b[i+4] >= 1 && b[i] == 2 && bp[i] == 1 && bpb[i] >= 1) { two++;}
// O+O++ or ++O+O
if(b[i] >= 2 && b[i+4] == 1 && bp[i+4] == 1 && bpb[i+4] == 0) { sleep_two++;}
if(b[i+4] >= 2 && b[i] == 1 && bp[i] == 1 && bpb[i] == 1) { sleep_two++;}
if(b[i] == 0 && b[i+4] == 1 && bp[i+4] == 1 && bpb[i+4] >= 2) { sleep_two++;}
if(b[i+4] == 0 && b[i] == 1 && bp[i] == 1 && bpb[i] >= 2) { sleep_two++;}
}
}
*piority = jump + three + 100*four + 10000*five;
if (five >= 1)
return chessValue[10];
if (four >= 2)
return chessValue[9];
if (four >= 1 && jump+three >= 1)
return chessValue[8];
if (jump+three >= 2)
return chessValue[7];
return Max(chessValue[0]*sleep_two + chessValue[1]*sleep_three +
chessValue[2]*sleep_jump + chessValue[3]*two + chessValue[4]*jump +
chessValue[5]*three + chessValue[6]*four, add[x][y]);
}
bool inline MyThread::inside(int x, int y){
if (x < 15 && y < 15 && x >= 0 && y >= 0)
return true;
return false;
}
bool inline MyThread::inside(Pos move){
if (move.x < 15 && move.y < 15 && move.x >= 0 && move.y >= 0)
return true;
return false;
}
int MyThread::deepSearch(Pos& ret, int origin, int key, int deep, int rec, int alpha, int beta, QVector<Pos>& path)
{
int i, j, p1, p2, k, dx, dy;
Pos newMove;
QVector<Pos> attackQueue, vec_moves;
if(t2.elapsed() > limit){
if(runing) runing = false;
return alpha;
}
// 检查游戏是否结束
if(rec > deep && path.last().a1 >= 10000)
return -R_INFINTETY;
if(lookup(deep, alpha, beta, newMove)){
return newMove.value;
}
// 获取着法
for (i = 0; i < 15; i++){
for (j = 0; j < 15; j++){
if((vis[2][i][j] >= 2 || (vis[2][i][j] >= 1 && depth==deep)) && chess[i][j] == 0){
// 算杀的结点选择
// 进攻方:活三、冲四、活四、五连、防守对方的冲四
// 防守方:防守对方的活三、冲四,自身的冲四
k = Max(1.5*valueChess(i, j, key, &p1), valueChess(i, j, 3-key, &p2));
if(origin == key){
// 进攻方选点,己方的进攻棋,和对方的冲四棋
if(p1 > 0 || p2 >= 10000){
attackQueue.push_back(Pos(i, j, k, p1, rec-deep, p2));
}
}else{
// 防守方选点,己方的冲四棋,和对方的进攻棋
if(p2 > 0 || p1 >= 100){
attackQueue.push_back(Pos(i, j, k, p1, rec-deep, p2));
}
}
}
}
}
// 进攻方无棋
if(origin == key && attackQueue.isEmpty())
return alpha;
// 防守方无棋
if(origin == 3-key && attackQueue.isEmpty()){
// 考虑进攻方的进攻导致防守方无棋
if(rec > deep && path.last().a1 == 10000)
return -R_INFINTETY;
// 考虑防守方的反击导致防守方无棋
if(rec > deep && path.last().a3 == 10000)
return R_INFINTETY;
return -R_INFINTETY;
}
Count += attackQueue.size();
qSort(attackQueue.begin(), attackQueue.end(), [](Pos& a, Pos &b){
return a.value > b.value;
});
//五连棋型
if (attackQueue[0].value >= 2000){
for(i = 0;i < attackQueue.size() && attackQueue[i].value >= 2000; i++)
vec_moves.push_back(attackQueue[i]);
}
//己方四连
else if (attackQueue[0].value >= 1500){
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= 1500; i++)
vec_moves.push_back(attackQueue[i]);
}
//对方四连
else if (attackQueue[0].value >= 1000){
// 收集对方活四
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= 1000; i++){
vec_moves.push_back(attackQueue[i]);
}
// 收集己方冲四和延伸冲四
for(; i < attackQueue.size(); i++){
if(attackQueue[i].a1 >= 100)
vec_moves.push_back(attackQueue[i]);
else if(attackQueue[i].a3 >= 100){
dx = abs(attackQueue[i].x - attackQueue[0].x);
dy = abs(attackQueue[i].y - attackQueue[0].y);
if((dx == dy && dx <= 4) || (dx == 0 && dy <= 4) || (dy == 0 && dx <= 4))
vec_moves.push_back(attackQueue[i]);
}
}
}else{
vec_moves = attackQueue;
}
ABcut += attackQueue.size() - vec_moves.size();
// 如果进攻方没找到结点,情况如下:
// 1.局面没有进攻结点了,表明进攻失败,应该返回alpha。
// 2.进攻过程中遭到反击,如反活三,说明进攻不能成功,应该返回alpha。
// 如果防守方没找到结点,情况如下:
// 1.无法阻挡攻势,应该返回-INF。
// 进攻方无棋
if(origin == key && vec_moves.isEmpty())
return alpha;
// 防守方无棋
if(origin == 3-key && vec_moves.isEmpty()){
// 考虑进攻方的进攻导致防守方无棋
if(rec > deep && path.last().a1 == 10000)
return -R_INFINTETY;
// 考虑防守方的反击导致防守方无棋
if(rec > deep && path.last().a3 == 10000)
return R_INFINTETY;
return -R_INFINTETY;
}
for(Pos& move: vec_moves){
powerOperation(move.x, move.y, FLAGS_POWER_CONDESE, key);
path.push_back(move);
if(deep > 1)
move.value = - deepSearch(ret, origin, 3-key, deep-1, rec, -beta, -alpha, path);
else
move.value = evaluate(key);
// QString tmp, out;
// for(auto &a: path){
// tmp.sprintf("[%d,%d],", a.x, a.y);
// out += tmp;
// }
// tmp.sprintf("=%d",move.value);
// out += tmp;
// qDebug(out.toLatin1());
path.pop_back();
powerOperation(move.x, move.y, FLAGS_POWER_RELEASE, key);
if(move.value > alpha){
alpha = move.value;
update(mutex, ret, move);
}
if (move.value >= beta){
ABcut++;
return beta;
}
}
return alpha;
}
int MyThread::PVS(Pos& ret, int key, int deep, int alpha, int beta, QVector<Pos>& path)
{
int i, j, p1, p2, k, dx, dy;
int hashf = HASH_ALPHA;
uint64_t hashIndex=0, hashBest;
Pos newMove, bestMove;
QVector<Pos> attackQueue, vec_moves, tmp;
if(t2.elapsed() > limit){
if(runing) runing = false;
return alpha;
}
if(depth > deep && path.last().a1 >= 10000)
return -R_INFINTETY;
if(lookup(deep, alpha, beta, newMove)){
newMove.a2 = depth - deep;
valueChess(newMove.x, newMove.y, key, &newMove.a1);
update(mutex, ret, newMove);
return newMove.value;
}
if(depth == deep && !root.empty()){
// 读取记录
vec_moves = root;
}else{
// 生成合适着法
for (i = 0; i < 15; i++){
for (j = 0; j < 15; j++){
if (vis[2][i][j] >= 2 && chess[i][j] == 0){
k = Max(1.5*valueChess(i, j, key, &p1), valueChess(i, j, 3-key, &p2));
attackQueue.push_back(Pos(i, j, k, p1, depth-deep, p2));
}
}
}
Count += (attackQueue.size() > rangenum) ? rangenum : attackQueue.size();
qSort(attackQueue.begin(), attackQueue.end(), [](Pos& a, Pos &b){
return a.value > b.value;
});
//五连棋型
if (attackQueue[0].value >= 2000){
for(i = 0;i < attackQueue.size() && attackQueue[i].value >= 2000; i++)
vec_moves.push_back(attackQueue[i]);
if(depth == deep && root.empty()){
root = vec_moves;
}
}
//己方四连
else if (attackQueue[0].value >= 1500){
for(i = 0;i < attackQueue.size() && attackQueue[i].value >= 1500; i++)
vec_moves.push_back(attackQueue[i]);
if(depth == deep && root.empty()){
root = vec_moves;
}
}
//对方四连
else if (attackQueue[0].value >= 1000){
if(depth == deep && root.empty()){
// 首发剪枝
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= 1000; i++)
tmp.push_back(attackQueue[i]);
for(; i < attackQueue.size(); i++){
if(attackQueue[i].a1 >= 100)
tmp.push_back(attackQueue[i]);
else if(attackQueue[i].a3 >= 100){
dx = abs(attackQueue[i].x - attackQueue[0].x);
dy = abs(attackQueue[i].y - attackQueue[0].y);
if((dx == dy && dx <= 4) || (dx == 0 && dy <= 4) || (dy == 0 && dx <= 4))
tmp.push_back(attackQueue[i]);
}
}
cutTreeNode(tmp, vec_moves, path, key);
root = vec_moves;
}else{
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= 1000; i++)
vec_moves.push_back(attackQueue[i]);
for(; i < attackQueue.size(); i++){
if(attackQueue[i].a1 >= 100)
vec_moves.push_back(attackQueue[i]);
else if(attackQueue[i].a3 >= 100){
dx = abs(attackQueue[i].x - attackQueue[0].x);
dy = abs(attackQueue[i].y - attackQueue[0].y);
if((dx == dy && dx <= 4) || (dx == 0 && dy <= 4) || (dy == 0 && dx <= 4))
vec_moves.push_back(attackQueue[i]);
}
}
}
}else{
if(depth == deep && root.empty()){
// 首发剪枝
cutTreeNode(attackQueue, vec_moves, path, key);
root = attackQueue;
}else{
// 普通情况
vec_moves = attackQueue;
}
}
ABcut += attackQueue.size() - vec_moves.size();
}
int cnt=0, cur = -R_INFINTETY;
for(Pos& move: vec_moves){
if(cnt++ > rangenum){
break;
}
hashIndex = hash;
powerOperation(move.x, move.y, FLAGS_POWER_CONDESE, key);
path.push_back(move);
if(deep > 1){
if(move == vec_moves[0]){
move.value = - PVS(ret, EXCHANGE - key, deep - 1, -beta, -alpha, path);
}
else{
move.value = - PVS(ret, EXCHANGE - key, deep - 1, -alpha-1, -alpha, path);
if(alpha < move.value && move.value < beta){
move.value = - PVS(ret, EXCHANGE - key, deep - 1, -beta, -alpha, path);
}
}
}else{
move.value = evaluate(key);
store(mutex, HASH_EXACT, hash, move, deep);
}
path.pop_back();
powerOperation(move.x, move.y, FLAGS_POWER_RELEASE, key);
if(cur < move.value){
cur = move.value;
if(alpha < move.value){
alpha = move.value;
hashf = HASH_EXACT;
hashBest = hashIndex;
bestMove = move;
update(mutex, ret, move);
}
if(beta <= move.value){
ABcut++;
if(runing) store(mutex, HASH_BETA, hashIndex, move, deep);
break;
}
}
}
if(runing) store(mutex, hashf, hashBest, bestMove, deep);
return cur;
}
int MyThread::checkSearch(Pos& ret, int origin, int key, int deep, int rec, int alpha, int beta, QVector<Pos>& path)
{
int i, j, p1, p2, k, dx, dy;
Pos newMove;
QVector<Pos> attackQueue, vec_moves;
if(t2.elapsed() > limit/2){
if(runing) runing = false;
return alpha;
}
// 检查游戏是否结束
if(rec > deep && path.last().a1 >= 10000)
return -R_INFINTETY;
if(lookup(deep, alpha, beta, newMove)){
return newMove.value;
}
// 获取着法
for (i = 0; i < 15; i++){
for (j = 0; j < 15; j++){
if((vis[2][i][j] >= 2 || (vis[2][i][j] >= 1 && depth==deep)) && chess[i][j] == 0){
// 算杀的结点选择
// 进攻方:活三、冲四、活四、五连、防守对方的冲四
// 防守方:防守对方的活三、冲四,自身的冲四
k = Max(1.5*valueChess(i, j, key, &p1), valueChess(i, j, 3-key, &p2));
if(origin == key){
// 进攻方选点,己方的进攻棋,和对方的冲四棋
if(p1 > 0 || p2 >= 10000){
attackQueue.push_back(Pos(i, j, k, p1, rec-deep, p2));
}
}else{
// 防守方选点,己方的冲四棋,和对方的进攻棋
if(p2 > 0 || p1 >= 100){
attackQueue.push_back(Pos(i, j, k, p1, rec-deep, p2));
}
}
}
}
}
// 进攻方无棋
if(origin == key && attackQueue.isEmpty())
return alpha;
// 防守方无棋
if(origin == 3-key && attackQueue.isEmpty()){
// 考虑进攻方的进攻导致防守方无棋
if(rec > deep && path.last().a1 == 10000)
return -R_INFINTETY;
// 考虑防守方的反击导致防守方无棋
if(rec > deep && path.last().a3 == 10000)
return R_INFINTETY;
return -R_INFINTETY;
}
Count += attackQueue.size();
qSort(attackQueue.begin(), attackQueue.end(), [](Pos& a, Pos &b){
return a.value > b.value;
});
//五连棋型
if (attackQueue[0].value >= 2000){
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= 2000; i++)
vec_moves.push_back(attackQueue[0]);
}
//己方四连
else if (attackQueue[0].value >= 1500){
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= 1500; i++)
vec_moves.push_back(attackQueue[i]);
}
//对方四连
else if (attackQueue[0].value >= 1000){
// 收集对方活四
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= 1000; i++){
vec_moves.push_back(attackQueue[i]);
}
// 收集己方冲四和延伸冲四
for(; i < attackQueue.size(); i++){
if(attackQueue[i].a1 >= 100)
vec_moves.push_back(attackQueue[i]);
else if(attackQueue[i].a3 >= 100){
dx = abs(attackQueue[i].x - attackQueue[0].x);
dy = abs(attackQueue[i].y - attackQueue[0].y);
if((dx == dy && dx <= 4) || (dx == 0 && dy <= 4) || (dy == 0 && dx <= 4))
vec_moves.push_back(attackQueue[i]);
}
}
}else{
vec_moves = attackQueue;
}
ABcut += attackQueue.size() - vec_moves.size();
// 如果进攻方没找到结点,情况如下:
// 1.局面没有进攻结点了,表明进攻失败,应该返回alpha。
// 2.进攻过程中遭到反击,如反活三,说明进攻不能成功,应该返回alpha。
// 如果防守方没找到结点,情况如下:
// 1.无法阻挡攻势,应该返回-INF。
// 进攻方无棋
if(origin == key && vec_moves.isEmpty())
return alpha;
// 防守方无棋
if(origin == 3-key && vec_moves.isEmpty()){
// 考虑进攻方的进攻导致防守方无棋
if(rec > deep && path.last().a1 == 10000)
return -R_INFINTETY;
// 考虑防守方的反击导致防守方无棋
if(rec > deep && path.last().a3 == 10000)
return R_INFINTETY;
return -R_INFINTETY;
}
for(Pos& move: vec_moves){
powerOperation(move.x, move.y, FLAGS_POWER_CONDESE, key);
path.push_back(move);
if(deep > 1)
move.value = - checkSearch(ret, origin, 3-key, deep-1, rec, -beta, -alpha, path);
else{
move.value = evaluate(key);
store(mutex, HASH_EXACT, hash, move, 1);
}
path.pop_back();
powerOperation(move.x, move.y, FLAGS_POWER_RELEASE, key);
if(move.value > alpha){
alpha = move.value;
update(mutex, ret, move);
}
if (move.value >= beta){
ABcut++;
return beta;
}
}
return alpha;
}
void MyThread::MTD(Pos& bestmove, int origin, int f, int deep)
{
int best_value=f, test, bound[2]={-10000, 10000};
Pos newMove;
QVector<Pos> path;
do{
test = best_value + (best_value == bound[0]);
best_value = MT(newMove, origin, deep, test-1, test, path);
bound[best_value < test] = best_value;
if(best_value >= test && runing){
bestmove = newMove;
bestmove.value = bound[0];
}
}while(bound[0] < bound[1]);
}
int MyThread::MT(Pos& ret, int key, int deep, int alpha, int beta, QVector<Pos>& path)
{
int i, j, p1, p2, cur=-R_INFINTETY, k, dx, dy;
int hashf = HASH_ALPHA;
long long hashIndex=0, hashBest;
Pos newMove, bestMove;
QVector<Pos> vec_moves, attackQueue, tmp;
if(t2.elapsed() > limit){
if(runing) runing = false;
return alpha;
}
// 检查游戏是否结束
if(depth > deep && path.last().a1 >= 10000){
return -R_INFINTETY;
}
// 查找哈希表
if(lookup(deep, alpha, beta, newMove)){
newMove.a2 = depth - deep;
valueChess(newMove.x, newMove.y, key, &newMove.a1);
update(mutex, ret, newMove);
return newMove.value;
}
if(depth == deep && !root.empty()){
// 读取记录
vec_moves = root;
}else{
// 生成合适着法
FF(0, 15, 0, 15){
if (vis[2][i][j] >= 2 && chess[i][j] == 0){
k = Max(1.5*valueChess(i, j, key, &p1), valueChess(i, j, 3-key, &p2));
attackQueue.push_back(Pos(i, j, k, p1, depth-deep, p2));
}
}
Count += (attackQueue.size() > rangenum) ? rangenum : attackQueue.size();
qSort(attackQueue.begin(), attackQueue.end(), [](Pos& a, Pos &b){
return a.value > b.value;
});
//五连棋型
if (attackQueue[0].value >= chessValue[10]){
for(i = 0;i < attackQueue.size() && attackQueue[i].value >= chessValue[10]; i++)
vec_moves.push_back(attackQueue[i]);
if(depth == deep && root.empty()){
root = vec_moves;
}
}
//己方四连
else if (attackQueue[0].value >= 1.5*chessValue[9]){
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= 1.5*chessValue[9]; i++)
vec_moves.push_back(attackQueue[i]);
if(depth == deep && root.empty()){
root = vec_moves;
}
}
//对方四连
else if (attackQueue[0].value >= chessValue[9]){
if(depth == deep && root.empty()){
// 首发剪枝
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= chessValue[9]; i++)
tmp.push_back(attackQueue[i]);
for(; i < attackQueue.size(); i++){
if(attackQueue[i].a1 >= 100)
tmp.push_back(attackQueue[i]);
else if(attackQueue[i].a3 >= 100){
dx = abs(attackQueue[i].x - attackQueue[0].x);
dy = abs(attackQueue[i].y - attackQueue[0].y);
if((dx == dy && dx <= 4) || (dx == 0 && dy <= 4) || (dy == 0 && dx <= 4))
tmp.push_back(attackQueue[i]);
}
}
cutTreeNode(tmp, vec_moves, path, key);
root = vec_moves;
}else{
for(i = 0; i < attackQueue.size() && attackQueue[i].value >= chessValue[9]; i++)
vec_moves.push_back(attackQueue[i]);
for(; i < attackQueue.size(); i++){
if(attackQueue[i].a1 >= 100)
vec_moves.push_back(attackQueue[i]);
else if(attackQueue[i].a3 >= 100){
dx = abs(attackQueue[i].x - attackQueue[0].x);
dy = abs(attackQueue[i].y - attackQueue[0].y);
if((dx == dy && dx <= 4) || (dx == 0 && dy <= 4) || (dy == 0 && dx <= 4))
vec_moves.push_back(attackQueue[i]);
}
}
}
}else{
if(depth == deep && root.empty()){
// 首发剪枝
cutTreeNode(attackQueue, vec_moves, path, key);
root = attackQueue;
}else{
// 普通情况
vec_moves = attackQueue;
}
}
ABcut += attackQueue.size() - vec_moves.size();
}
// 遍历搜索树
int cnt = 0;
for(Pos& move: vec_moves){
if(cnt++ > rangenum){
break;
}
hashIndex = hash;
powerOperation(move.x, move.y, FLAGS_POWER_CONDESE, key);
path.push_back(move);
if(deep > 1)
move.value = - MT(ret, 3-key, deep-1, -beta, -alpha, path);
else{
move.value = evaluate(key);
if(runing) store(mutex, HASH_EXACT, hash, move, deep);
}
powerOperation(move.x, move.y, FLAGS_POWER_RELEASE, key);
path.pop_back();
if(move.value > cur){
cur = move.value;
// 更新最优解
if(move.value > alpha){
alpha = move.value;
hashf = HASH_EXACT;
hashBest = hashIndex;
bestMove = move;
update(mutex, ret, move);
}
// 剪枝
if(move.value >= beta){
ABcut++;
if(runing) store(mutex, HASH_BETA, hashIndex, move, deep);
break;
}
}
}
if(runing) store(mutex, hashf, hashBest, bestMove, deep);
return cur;
}
void MyThread::cutTreeNode(QVector<Pos>& queue_move, QVector<Pos>& vec_moves, QVector<Pos>& path, int key){
if(queue_move.isEmpty())
return;
Pos newMove;
int MaxDeep=30, val, pri[60]={0}, i;
for(int d = 4; d <= MaxDeep; d += 4){
i = 0;
for(Pos &move: queue_move){
if(pri[i] > 0) continue;
powerOperation(move.x, move.y, FLAGS_POWER_CONDESE, key);
path.push_back(move);
val = checkSearch(newMove, 3-key, 3-key, d, d, -R_INFINTETY, R_INFINTETY, path);
path.pop_back();
powerOperation(move.x, move.y, FLAGS_POWER_RELEASE, key);
if(runing){
if(val >= chessValue[10]){
pri[i] = d;
if(openlog) qDebug("[%d,%d]=%d", move.x, move.y, d);
}
}
i++;
}
}
for(i = 0; i < queue_move.size(); i++)
if(pri[i] == 0)
vec_moves.push_back(queue_move[i]);
// 当全为必败着法时,保存最长的结果
if(vec_moves.isEmpty()){
if(openlog){
qDebug("No enough move, find longest move");
}
qSort(queue_move.begin(), queue_move.end(), [](Pos &a, Pos &b){
return a.a3 > b.a3;
});
vec_moves.push_back(queue_move[0]);
}
if(openlog){
qDebug("[%d -> %d]", queue_move.size(), vec_moves.size());
}
if(!runing) runing = true;
}
void MyThread::update(QMutex& m, Pos& ret, const Pos ref)
{
QMutexLocker locker(&m);
if(inside(ref) && ref.a2 == ret.a2 && (ref.value > ret.value || !inside(ret))){
// if(openlog) qDebug("(%d,%d,%d)->(%d,%d,%d) alpha", ret.x, ret.y, ret.value, ref.x, ref.y, ref.value);
ret.x = ref.x;
ret.y = ref.y;
ret.value = ref.value;
}
}
int MyThread::evaluate(int key)
{
int o_prior=0, d_prior=0, o_val=0, d_val=0, p;
FF(0, N, 0, N){
if(chess[i][j] == 3-key)
{
o_val += (o_val, valueChess(i, j, 3-key, &p));
o_prior = Max(o_prior, p);
}
if(chess[i][j] == key){
d_val += (d_val,valueChess(i, j, key, &p));
d_prior = Max(d_prior, p);
}
}
// 后手方五连
if (d_prior >= 10000)
return R_INFINTETY;
// 先手方五连
if (o_prior >= 10000)
return -R_INFINTETY;
// 先手方有先手,后手方无更高级先手
if(o_prior > 0 && d_prior < 100)
return -R_INFINTETY;
// 冲四
if(o_prior >= 100 && d_prior < 10000)
return -R_INFINTETY;
// 五连
if(o_prior >= 10000 && d_prior >= 10000)
return -R_INFINTETY;
return d_val - o_val;
}
void MyThread::powerOperation(int x, int y, int flag, int key)
{
int i, j, dx, dy, k, p;
if (flag == FLAGS_POWER_CONDESE){
order++;
hash ^= Z[x][y][key];
chess[x][y] = key;
FF(0, 8, 1, 3){
dx = x + vx[i]*j;