文件名称:smartFiveChess
介绍说明--下载内容均来自于网络,请自行研究使用
这个版本人工智能很强,算法比较全面。而且里面的说明文档完善。而且源码齐全。最好是先看完说明文档里的算法,再参考源码。最重要是使用设计模式,决不是随随便便的学生作品。
第一.需求。实现人机对战,首先要解决电脑智能问题,即能让电脑识别棋盘,并做出相应的策略,比如防守或进攻。还要识别是否禁手。
第二.基本技术。功能部分实现的主要算法是假设法,即假设这个方格是某一方棋子,然后以这个棋子为基础再假设下一个方格的棋子,直到计算机很容易识别出相应状态。比如电脑搜索至胜点(能构成四子连珠的点)时,只要假设相应的点电脑已经落子,只要判断是否存在四子连珠状态即可。四子连珠状态电脑很容易识别。
第三.辅助功能。最后还有一个辅助类,TAssist类,这个类实现了基本数据结构,栈和队列。-This version is very strong artificial intelligence, the algorithm is more comprehensive. And inside the documentation improvement. And complete source code. It is best to first read the documentation in the algorithm, then the reference source. The most important is the use of design patterns, by no means casual student work.
First. Needs. Realize man-machine war, we must first solve the problem of computer intelligence that allows the computer to recognize the board, and make the appropriate strategies, such as defense or attack. Also identify whether ban hand.
Second Basic technologies. Functional part of the implementation of the main algorithm assumes that method, which assumes that the grid is a party piece, and then again with this piece is based under the assumption of a checkered piece until the computer is easy to identify the corresponding state. Such as a computer search to win points (which could form four sub-Pente point), as long as the computer has been assuming the c
第一.需求。实现人机对战,首先要解决电脑智能问题,即能让电脑识别棋盘,并做出相应的策略,比如防守或进攻。还要识别是否禁手。
第二.基本技术。功能部分实现的主要算法是假设法,即假设这个方格是某一方棋子,然后以这个棋子为基础再假设下一个方格的棋子,直到计算机很容易识别出相应状态。比如电脑搜索至胜点(能构成四子连珠的点)时,只要假设相应的点电脑已经落子,只要判断是否存在四子连珠状态即可。四子连珠状态电脑很容易识别。
第三.辅助功能。最后还有一个辅助类,TAssist类,这个类实现了基本数据结构,栈和队列。-This version is very strong artificial intelligence, the algorithm is more comprehensive. And inside the documentation improvement. And complete source code. It is best to first read the documentation in the algorithm, then the reference source. The most important is the use of design patterns, by no means casual student work.
First. Needs. Realize man-machine war, we must first solve the problem of computer intelligence that allows the computer to recognize the board, and make the appropriate strategies, such as defense or attack. Also identify whether ban hand.
Second Basic technologies. Functional part of the implementation of the main algorithm assumes that method, which assumes that the grid is a party piece, and then again with this piece is based under the assumption of a checkered piece until the computer is easy to identify the corresponding state. Such as a computer search to win points (which could form four sub-Pente point), as long as the computer has been assuming the c
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下载文件列表
人机对战五子棋\bitmap\bg3.bmp
..............\......\bg4.bmp
..............\......\bg5.bmp
..............\......\qipan1.bmp
..............\......\qipan2.bmp
..............\......\qipan3.bmp
..............\......\Thumbs.db
..............\GoBang五子棋项目报告.doc
..............\~$Bang五子棋项目报告.doc
..............\五子棋源代码\独立辅助类\TAssistClass.cpp
..............\............\..........\TAssistClass.h
..............\............\程序GUI架构部分\ControlC.cpp
..............\............\...............\ControlC.h
..............\............\...............\FrameWndC.cpp
..............\............\...............\FrameWndC.h
..............\............\...............\MainAppC.cpp
..............\............\...............\MainAppC.h
..............\............\...............\resource.h
..............\............\...............\stdafx.cpp
..............\............\...............\stdafx.h
..............\............\逻辑功能部分\DefendClass.cpp
..............\............\............\DefendClass.h
..............\............\............\DevelopClass.cpp
..............\............\............\DevelopClass.h
..............\............\............\GbangClass.cpp
..............\............\............\GbangClass.h
..............\............\............\Tdefine.h
..............\人机对战五子棋.exe
..............\说明.txt
..............\五子棋源代码\独立辅助类
..............\............\程序GUI架构部分
..............\............\逻辑功能部分
..............\bitmap
..............\五子棋源代码
人机对战五子棋