computerAI(){
var playerScore = [],computerScore = [];
var max = 0,u = 0, v = 0;
for (var i = 0; i < this.type; i++){
playerScore[i] = [];
computerScore[i] = [];
for (var j = 0; j < this.type; j++){
playerScore[i][j] = 0;
computerScore[i][j] = 0;
}
}
for (var x = 0; x < this.type; x++) {
for (var y = 0; y < this.type; y++) {
var po = this.checkPosition(x, y);
if (po.status == 0){
for (var k = 0; k < this.count; k++) {
if (this.WIN_ARRAY[x][y][k]){
if (this.player[k] == 1){
playerScore[x][y] += 10;
} else if (this.player[k] == 2){
playerScore[x][y] += 20;
} else if (this.player[k] == 3) {
playerScore[x][y] += 40;
} else if (this.player[k] == 4) {
playerScore[x][y] += 80;
}
if (this.computer[k] == 1) {
computerScore[x][y] += 15;
} else if (this.player[k] == 2) {
computerScore[x][y] += 25;
} else if (this.player[k] == 3) {
computerScore[x][y] += 45;
} else if (this.player[k] == 4) {
computerScore[x][y] += 85;
}
}
}
if (playerScore[x][y] > max){
max = playerScore[x][y];
u = x;
v = y;
} else if (playerScore[x][y] == max){
if (computerScore[x][y] > computerScore[u][v]){
u = x;
v = y;
}
}
if (computerScore[x][y] > max) {
max = computerScore[x][y];
u = x;
v = y;
} else if (computerScore[x][y] == max) {
if (playerScore[x][y] > playerScore[u][v]) {
u = x;
v = y;
}
}
}
}
}
var point = this.checkPosition(u,v);
if(point.status == 0){
this.oneStep(point);
point.status = -1;
this.COMPUTER_ARRAY.push(point);
for (var i = 0; i < this.count; i++) {
if (this.WIN_ARRAY[point.pointX][point.pointY][k]) {
this.computer[k]++;
this.player[k] = 100;
}
}
if (point.status == -1 && this.COMPUTER_ARRAY.length >= this.CHESS_LEN && this.checkWin(point, this.COMPUTER_ARRAY)) {
wx.showToast({ title: '白棋胜利!' });
this.isStart = false;
}
if (this.isStart) {
this.isWho = !this.isWho;
}
}
}
此种方式实现的算法AI的防守比较重,进攻性不强,有待优化。而且很简单就能给AI设置陷阱而取得胜。