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基于HTML+JavaScript实现中国象棋

来源:互联网 收集:自由互联 发布时间:2023-01-30
目录 效果展示 项目基本结构 HTML 代码 CSS 代码 JS 代码 人工智能初始化 迭代加深搜索算法 取得棋盘上所有棋子 取得棋谱所有己方棋子的算法 A:当前棋手value/B:对手value/depth:层级 奖着
目录
  • 效果展示
  • 项目基本结构
  • HTML 代码
  • CSS 代码
  • JS 代码
    • 人工智能初始化
    • 迭代加深搜索算法
    • 取得棋盘上所有棋子
    • 取得棋谱所有己方棋子的算法
    • A:当前棋手value/B:对手value/depth:层级
    • 奖着法记录到历史表
    • 评估棋局 取得棋盘双方棋子价值差
  • 完整源码下载

    效果展示

    在线演示地址

    项目基本结构

    目录结构如下:

    HTML 代码

    HTML 主要代码:

    <div class="box" id="box">
    	<div class="chess_left">
    		<canvas id="chess">对不起,您的浏览器不支持HTML5,请升级浏览器至IE9、firefox或者谷歌浏览器!</canvas>
    		<audio src="audio/click.wav" id="clickAudio" preload="auto"></audio>
    		<!--<audio src="audio/check.wav" id="checkAudio" preload="auto"></audio>-->
    		<audio src="audio/select.wav" id="selectAudio" preload="auto"></audio>
    		<link rel="stylesheet" type="text/css" href="https://www.bootcss.com/p/buttons/css/buttons.css" rel="external nofollow" >
    		<div>
    			<div class="bn_box" id="bnBox">
    				<input type="button" name="offensivePlay" id="tyroPlay" class="button button-caution button-pill button-jumbo" value="新手水平" />
    				<input type="button" name="offensivePlay" id="superPlay" class="button button-caution button-pill button-jumbo" value="中级水平" />
                    <input type="button" name="button" id="" value="大师水平" class="button button-caution button-pill button-jumbo" disabled /><br>
    				<!--
    			<input type="button" name="offensivePlay" id="offensivePlay" value="先手开始" />
    			<input type="button" name="defensivePlay" id="defensivePlay" value="后手开始" />
    			-->
    				<input type="button" name="regret" id="regretBn" class="button button-raised button-pill button-inverse" value="悔棋" />
    				<input type="button" name="billBn" id="billBn" value="重新开始" class="button button-glow button-rounded button-royal" class="bn_box" />
    				<input type="button" name="stypeBn" id="stypeBn" class="button button-raised button-primary button-pill" value="放大棋局" />
    			</div>
    		</div>
    	</div>
    	<div class="chess_right" id="chessRight">
    		<select name="billList" id="billList">
    		</select>
    		<ol id="billBox" class="bill_box">
    		</ol>
    	</div>
    	<div id="moveInfo" class="move_info"> </div>
    </div>

    CSS 代码

    CSS主要代码:

    @charset "gb2312";
    body {
    	font-size: 12px;
    	line-height: 150%;
    }
    .box {
    	margin:0 auto;
    	width:460px;
    	position: relative;
    }
    .chess_left {
    	float:left;
    	text-align:center
    }
    .chess_right {
    	float:left;
    	display:none
    }
    .move_info {
    	float:left;
    	margin-top:20px
    }
    .bill_box {
    	height: 320px;
    	width: 80px;
    	overflow:auto;
    }
    .bill_box li {
    	cursor:pointer;
    	text-align:left
    }
    .bill_box li:hover {
    	cursor:pointer;
    	background: #C6A577;
    }
    .bill_box li:active {
    	cursor:pointer;
    	background: #fff;
    }
    #billList {
    	margin-top:20px
    }
    .bn_box {
    	display:none
    }

    JS 代码

    JS代码较多这里只展示部分JS代码

    人工智能初始化

    AI.init = function(pace){
    	var bill = AI.historyBill || com.gambit; //开局库
    	if (bill.length){
    		var len=pace.length;
    		var arr=[];
    		//先搜索棋谱
    		for (var i=0;i< bill.length;i++){
    			if (bill[i].slice(0,len)==pace) {
    			arr.push(bill[i]);
    			}
    		}
    		if (arr.length){
    			var inx=Math.floor( Math.random() * arr.length );
    			AI.historyBill = arr ;
    			return arr[inx].slice(len,len+4).split("");
    		}else{
    			AI.historyBill = [] ;
    		}
    		
    	}
    	 //如果棋谱里面没有,人工智能开始运作
    	var initTime = new Date().getTime();
    	AI.treeDepth=play.depth;
    	//AI.treeDepth=4;
    	
    	AI.number=0;
    	AI.setHistoryTable.lenght = 0
    
    	var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
    	//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)
    	if (!val||val.value==-8888) {
    		AI.treeDepth=2;
    		val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
    	}
    	//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);
    	if (val&&val.value!=-8888) {
    		var man = play.mans[val.key];
    		var nowTime= new Date().getTime();
    		com.get("moveInfo").innerHTML='<h3>AI搜索结果:</h3>最佳着法:'+
    										com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+
    										'<br />搜索深度:'+AI.treeDepth+'<br />搜索分支:'+
    										AI.number+'个 <br />最佳着法评估:'+
    										val.value+'分'+
    										' <br />搜索用时:'+
    										(nowTime-initTime)+'毫秒'
    		return [man.x,man.y,val.x,val.y]
    	}else {
    		return false;	
    	}
    }

    迭代加深搜索算法

    AI.iterativeSearch = function (map, my){
    	var timeOut=100;
    	var initDepth = 1;
    	var maxDepth = 8;
    	AI.treeDepth=0;
    	var initTime = new Date().getTime();
    	var val = {};
    	for (var i=initDepth; i<=maxDepth; i++){
    		var nowTime= new Date().getTime();
    		AI.treeDepth=i;
    		AI.aotuDepth=i;
    		var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)
    		if (nowTime-initTime > timeOut){
    			return val;
    		}
    	}
    	return false;
    }

    取得棋盘上所有棋子

    AI.getMapAllMan = function (map, my){
    	var mans=[];
    	for (var i=0; i<map.length; i++){
    		for (var n=0; n<map[i].length; n++){
    			var key = map[i][n];
    			if (key && play.mans[key].my == my){
    				play.mans[key].x = n;
    				play.mans[key].y = i;
    				mans.push(play.mans[key])
    			}
    		}
    	}
    	return mans;
    }

    取得棋谱所有己方棋子的算法

    AI.getMoves = function (map, my){
    	var manArr = AI.getMapAllMan (map, my);
    	var moves = [];
    	var foul=play.isFoul;
    	for (var i=0; i<manArr.length; i++){
    		var man = manArr[i];
    		var val=man.bl(map);
    		
    		for (var n=0; n<val.length; n++){
    			var x=man.x;
    			var y=man.y;
    			var newX=val[n][0];
    			var newY=val[n][1];
    			 //如果不是长将着法
    			if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){
    				moves.push([x,y,newX,newY,man.key])
    			}
    		}
    	}
    	return moves;
    }

    A:当前棋手value/B:对手value/depth:层级

    AI.getAlphaBeta = function (A, B, depth, map ,my) { 
    	//var txtMap= map.join();
    	//var history=AI.historyTable[txtMap];
    	//	if (history && history.depth >= AI.treeDepth-depth+1){
    	//		return 	history.value*my;
    	//}
    	if (depth == 0) {
    		return {"value":AI.evaluate(map , my)}; //局面评价函数; 
     	}
     	var moves = AI.getMoves(map , my ); //生成全部走法; 
     	//这里排序以后会增加效率
    
    	for (var i=0; i < moves.length; i++) {
    		
    		
      	//走这个走法;
    		var move= moves[i];
    		var key = move[4];
    		var oldX= move[0];
    		var oldY= move[1];
    		var newX= move[2];
    		var newY= move[3];
    		var clearKey = map[ newY ][ newX ]||"";
    
    		map[ newY ][ newX ] = key;
    		delete map[ oldY ][ oldX ];
    		play.mans[key].x = newX;
    		play.mans[key].y = newY;
    		
    	  if (clearKey=="j0"||clearKey=="J0") {//被吃老将,撤消这个走法; 
    			play.mans[key]	.x = oldX;
    			play.mans[key]	.y = oldY;
    			map[ oldY ][ oldX ] = key;
    			delete map[ newY ][ newX ];
    			if (clearKey){
    				 map[ newY ][ newX ] = clearKey;
    				// play.mans[ clearKey ].isShow = false;
    			}
    
    			return {"key":key,"x":newX,"y":newY,"value":8888};
    			//return rootKey; 
    	  }else { 
    	  	var val = -AI.getAlphaBeta(-B, -A, depth - 1, map , -my).value; 
    			//val = val || val.value;
    	
    	  	//撤消这个走法;  
    			play.mans[key]	.x = oldX;
    			play.mans[key]	.y = oldY;
    			map[ oldY ][ oldX ] = key;
    			delete map[ newY ][ newX ];
    			if (clearKey){
    				 map[ newY ][ newX ] = clearKey;
    				 //play.mans[ clearKey ].isShow = true;
    			}
    	  	if (val >= B) { 
    				//将这个走法记录到历史表中; 
    				//AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my);
    				return {"key":key,"x":newX,"y":newY,"value":B}; 
    			} 
    			if (val > A) { 
    	    	A = val; //设置最佳走法; 
    				if (AI.treeDepth == depth) var rootKey={"key":key,"x":newX,"y":newY,"value":A};
    			} 
    		} 
     	} 
    	//将这个走法记录到历史表中; 
    	//AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my);
    	if (AI.treeDepth == depth) {//已经递归回根了
    		if (!rootKey){
    			//AI没有最佳走法,说明AI被将死了,返回false
    			return false;
    		}else{
    			//这个就是最佳走法;
    			return rootKey;
    		}
    	}
     return {"key":key,"x":newX,"y":newY,"value":A}; 
    }

    奖着法记录到历史表

    AI.setHistoryTable = function (txtMap,depth,value,my){
    	AI.setHistoryTable.lenght ++;
    	AI.historyTable[txtMap] = {depth:depth,value:value} 
    }

    评估棋局 取得棋盘双方棋子价值差

    AI.evaluate = function (map,my){
    	var val=0;
    	for (var i=0; i<map.length; i++){
    		for (var n=0; n<map[i].length; n++){
    			var key = map[i][n];
    			if (key){
    				val += play.mans[key].value[i][n] * play.mans[key].my;
    			}
    		}
    	}
    	//val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
    	//com.show()
    	//z(val*my)
    	AI.number++;
    	return val*my;
    }
    AI.evaluate1 = function (map,my){
    	var val=0;
    	for (var i in play.mans){
    		var man=play.mans[i];
    		if (man.isShow){
    			val += man.value[man.y][man.x] * man.my;
    		}
    	}
    	//val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
    	//com.show()
    	//z(val*my)
    	AI.number++;
    	return val*my;
    }

    完整源码下载

    GitHub 地址:https://github.com/wanghao221/moyu/tree/main/游戏-57.中国象棋

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