tags: 应用, 开发随笔
已完成章节索引
用Swift写围棋App-00序
用Swift写围棋App-01准备工作
用Swift写围棋App-02建立工程
用Swift写围棋App-03StoryBoard
用Swift写围棋App-04棋盘
用Swift写围棋App-05初识棋谱
用Swift写围棋App-06解析器初版
用Swift写围棋App-07解析器改进
用Swift写围棋App-08绘制每一手棋
用Swift写围棋App-09分片算法
用Swift写围棋App-10气的算法
用Swift写围棋App-11算法改进
上次写完气的算法后,以为快接近尾声了。在使用中却发现有一些问题:
- 如果在下棋过程中,如果曾经有多手下在同一个位置,则计算不正确;
- 在回退时,被"提"的棋子显示不正常;
- 在“打劫”的时候程序处理不正确;
对这个问题反复思考,我发现根本原因是计算过程中忽略了棋子的先后顺序,分组和算气的时候只是考虑了棋子的位置,而没有考虑落子先后。我这才明白: 围棋的过程是时间相关的,棋子的先后有着重要的作用。
具体说来有以下规则: - 每一步棋只是在当前的形势下起作用; 而且只会影响对方的某一片棋的生死; (棋谱中不存在一手棋让自己没气的情形)
- 历史上已经死了棋不会复生; 它们也不会对分组或者任何一片棋起作用;
想清楚了这个问题,改进算法就不难了。
首先,我们需要在 Model也就是Move中记录落子的先后:
class Move: NSObject {
...
var handNumber = 0 //the order of move
var handOfDead = -1 // in which step the move is caculated to be dead
...
然后,当前这一步只需要考虑对前一步结果的影响。因此,成了一个递归问题。其最初状态是第一手棋,围棋中第一手肯定是黑棋,它不管落在何处,这个棋自己就成了一个组,而且也是第一手那个状态时的唯一一个组:
// the very beginning
if hand == 0 {
let group0 = MoveGroup()
group0.name = "B0"
group0.addMove(allMoves[0])
return [group0]
}
接下来,后面每一手依赖于前一手的结果:
var groups = playToHand(hand - 1)
当前手对分组的影响只会影响自己这一边已经存在的组:
- 如果当前手和前面自己方的任何一组中的任何一个棋子相连,则当前手加入那一组;
- 如果当前手和多个组相连,则这些组需要合并为一个新的组;
- 如果当前手不和任何自己方的组相连,则需要建立一个新的组;
实现如下:
let groupsWithSameColor = groups.filter({$0.name.hasPrefix(type)})
var handled = false
lastMove.groupName = ""
for g in groupsWithSameColor {
for move in g.allMoves {
if move.isConnectedTo(lastMove) {
if lastMove.groupName == "" {
handled = true
g.addMove(lastMove)
} else {
// last move is already in a group, current group needs to be merged into that group
let groupToConnect = groupsWithSameColor.filter({$0.name == lastMove.groupName}).first!
g.mergeTo(groupToConnect)
}
break
}
}// end for move
}//end for g
分完组再计算每一个对方组的气,判断其死活:
// filter out empty groups
let liveGroups = groups.filter({$0.allMoves.count > 0 })
let allOccupied = occupiedLocations(allMoves.filter({$0.handNumber <= hand && $0.handOfDead == -1}))
// only need to check opposite party
let oppositeGroups = liveGroups.filter({!$0.name.hasPrefix(type)})
for grp in oppositeGroups{
let liberty = grp.calculateLiberty(allOccupied)
if liberty == 0 {
for move in grp.allMoves {
move.isDead = true
move.handOfDead = hand
}
grp.isDead = true
}
}
写起来一气呵成。完整的算法实现:
func playToHand(hand:Int)-> [MoveGroup]{
// the very beginning
if hand == 0 {
let group0 = MoveGroup()
group0.name = "B0"
group0.addMove(allMoves[0])
return [group0]
}
//the current step depends on the last status
var groups = playToHand(hand - 1)
let lastMove = allMoves[hand]
let type = String(lastMove.type.rawValue) //"B" or "W"
let groupsWithSameColor = groups.filter({$0.name.hasPrefix(type)})
var handled = false
lastMove.groupName = ""
for g in groupsWithSameColor {
for move in g.allMoves {
if move.isConnectedTo(lastMove) {
if lastMove.groupName == "" {
handled = true
g.addMove(lastMove)
} else {
// last move is already in a group, current group needs to be merged into that group
let groupToConnect = groupsWithSameColor.filter({$0.name == lastMove.groupName}).first!
g.mergeTo(groupToConnect)
}
break
}
}// end for move
}//end for g
if !handled {
let groupNew = MoveGroup()
groupNew.name = "\\(lastMove.type.rawValue)\\(lastMove.handNumber)"
groupNew.addMove(lastMove)
groups.append(groupNew)
}
// filter out empty groups
let liveGroups = groups.filter({$0.allMoves.count > 0 })
let allOccupied = occupiedLocations(allMoves.filter({$0.handNumber <= hand && $0.handOfDead == -1}))
// only need to check opposite party
let oppositeGroups = liveGroups.filter({!$0.name.hasPrefix(type)})
for grp in oppositeGroups{
let liberty = grp.calculateLiberty(allOccupied)
if liberty == 0 {
for move in grp.allMoves {
move.isDead = true
move.handOfDead = hand
}
grp.isDead = true
}
}
return liveGroups.filter({!$0.isDead })
}
效果如下:
最新的代码已经放到github:https://github.com/marknote/GoTao
玩起来挺有趣的,下到200手左右有惊喜 :)