本文整理汇总了C#中GameState.PossibleMoves方法的典型用法代码示例。如果您正苦于以下问题:C# GameState.PossibleMoves方法的具体用法?C# GameState.PossibleMoves怎么用?C# GameState.PossibleMoves使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GameState
的用法示例。
在下文中一共展示了GameState.PossibleMoves方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: AlphaBeta
private static float AlphaBeta(GameState gs, int depth, float alpha, float beta, bool isMax)
{
if (depth == 0 || gs.IsEndGame()) {
float val = EvaluateMove(gs);
return isMax ? val : -val;
}
Point p = null;
if (isMax) {
p = new Point(gs.MyX(), gs.MyY());
} else {
p = new Point(gs.OpponentX(), gs.OpponentY());
}
GameState newState = null;
foreach (Point child in gs.PossibleMoves(p.X, p.Y, true)) {
if (isMax) {
newState = gs.ApplyMoveToMeAndCreate(child.GetDirectionFromPoint(p.X, p.Y));
} else {
newState = gs.ApplyMoveToOpponentAndCreate(child.GetDirectionFromPoint(p.X, p.Y));
}
alpha = Math.Max (alpha, -AlphaBeta(newState, depth-1, -beta, -alpha, !isMax));
if (beta <= alpha) {
break;
}
}
return alpha;
}
示例2: FloodFillDepthFirst
// do flood fill from all reachable nodes in graph and return running count
private static int FloodFillDepthFirst(GameState gs, bool me)
{
toVisitStack.Clear();
visited.Clear();
toVisitStack.Push(gs);
int score = 0;
while(toVisitStack.Count != 0) {
GameState v = toVisitStack.Pop();
if (!visited.Contains(v)) {
visited.Add(v);
if (me) {
score += FloodFill(v, v.MyX(), v.MyY());
foreach (Point n in gs.PossibleMoves(v.MyX(), v.MyY())) {
toVisitStack.Push(v.ApplyMoveToMeAndCreate(n.GetDirectionFromPoint(v.MyX(), v.MyY())));
}
} else {
score += FloodFill(v, v.OpponentX(), v.OpponentY());
foreach (Point n in gs.PossibleMoves(v.OpponentX(), v.OpponentY())) {
toVisitStack.Push(v.ApplyMoveToOpponentAndCreate(n.GetDirectionFromPoint(v.OpponentX(), v.OpponentY())));
}
}
}
}
return score;
}
示例3: MoveByShortestPath
// Modified A* search
// TODO clean up this is barely legible
private static Path MoveByShortestPath(GameState gs, Point goal)
{
List<GameState> toVisit = new List<GameState>();
List<GameState> visited = new List<GameState>();
toVisit.Add(gs);
while(toVisit.Count != 0) {
// determine which node in queue is closet to the goal
if (toVisit.Count > 1) {
float best = GetEuclideanOpponentDistance(toVisit[0].MyX(), toVisit[0].MyY());
float tmp;
int bestIndex = 0;
for(int i=1; i < toVisit.Count; i++) {
tmp = GetEuclideanOpponentDistance(toVisit[i].MyX(), toVisit[i].MyY());
if (tmp < best) {
bestIndex = i;
best = tmp;
}
}
if (bestIndex > 0) {
GameState removed = toVisit[bestIndex];
toVisit.RemoveAt(bestIndex);
toVisit.Insert(0, removed);
}
}
GameState v = toVisit[0];
toVisit.RemoveAt(0);
if (!visited.Contains(v)) {
visited.Add(v);
foreach (Point n in gs.PossibleMoves(v.MyX(), v.MyY(), true)) {
// goal found
if (goal != null && n.X == goal.X && n.Y == goal.Y) {
//Console.Error.WriteLine("Found");
GameState found = v.ApplyMoveToMeAndCreate(n.GetDirectionFromPoint(v.MyX(), v.MyY()));
found.SetParent(v);
return GetPath(found);
// add neighbours to queue
} else if (!v.IsWall(n.X, n.Y)) {
GameState next = v.ApplyMoveToMeAndCreate(n.GetDirectionFromPoint(v.MyX(), v.MyY()));
if (toVisit.Contains(next)) {
GameState parent = toVisit[toVisit.IndexOf(next)].GetParent();
// path back to start node is shorter from node being processed
if (GetEuclideanOpponentDistance(new Point(v.MyX(), v.MyY()), new Point(Map.MyX(), Map.MyY())) < parent.GetScore()) {
//Console.Error.WriteLine("betta");
toVisit[toVisit.IndexOf(next)].SetParent(v);
continue;
}
}
v.SetScore(GetEuclideanOpponentDistance(new Point(v.MyX(), v.MyY()), new Point(Map.MyX(), Map.MyY())));
next.SetParent(v);
toVisit.Add(next);
}
}
}
}
return null;
}
示例4: BreadthFirst
private static int BreadthFirst(GameState gs, bool me)
{
//Queue<GameState> toVisit = new Queue<GameState>();
//List<GameState> visited = new List<GameState>();
toVisit.Clear();
visited.Clear();
toVisit.Enqueue(gs);
while(toVisit.Count != 0) {
GameState v = toVisit.Dequeue();
if (!visited.Contains(v)) {
visited.Add(v);
if (me) {
foreach (Point n in gs.PossibleMoves(v.MyX(), v.MyY())) {
toVisit.Enqueue(v.ApplyMoveToMeAndCreate(n.GetDirectionFromPoint(v.MyX(), v.MyY())));
}
} else {
foreach (Point n in gs.PossibleMoves(v.OpponentX(), v.OpponentY())) {
toVisit.Enqueue(v.ApplyMoveToOpponentAndCreate(n.GetDirectionFromPoint(v.OpponentX(), v.OpponentY())));
}
}
}
}
return visited.Count;
}