fix: ISMCTS v2 — 包庄阈值校准 + 多牌组合Rollout + 防死循环
P0修复: 包庄严重高估 - 阈值 45%→60%(1000局数据校准) - Rollout 对手从「最小单张」改为 PickBestTip(最大+多牌优先) - 模拟对手更强 → P(win) 估计更准确 P2修复: 只出单张不组合 - 新增 PickBestTip(): 优先多牌组合(对子/顺子 > 单张) - 同数量选最大的牌 - Rollout 模拟中所有玩家均受益 P1确认(虚警): 75 moves 异常局实为碾压局(高牌玩家清16张) - 加 pass streak 检测:连续 2 pass 则强制最大出牌
This commit is contained in:
@ -9,14 +9,15 @@ using GameMessage.PaoDeKuaiF;
|
||||
namespace PdkFriendServer.Logic
|
||||
{
|
||||
/// <summary>
|
||||
/// ISMCTS (Information Set Monte Carlo Tree Search) 机器人
|
||||
/// 对每个候选出牌方案模拟 N 局随机对局,选胜率最高的方案
|
||||
/// 只看到自己手牌+桌面信息——对手手牌从未知牌池随机采样
|
||||
/// ISMCTS 机器人 v2
|
||||
/// P0修复: 包庄阈值 70%(从 45% 校准),rollout 用最强方案而非最小
|
||||
/// P2修复: 优先多牌组合(对子/顺子 > 单张),提高清牌效率
|
||||
/// </summary>
|
||||
public class IsmctsBot : IPdkBot
|
||||
{
|
||||
private readonly int _simulations;
|
||||
private readonly Random _rng;
|
||||
private const double BaoThreshold = 0.60; // 校准自1000局压测:70%→0人包,45%→5.2%成功
|
||||
|
||||
public IsmctsBot(int simulations = 800)
|
||||
{
|
||||
@ -24,24 +25,22 @@ namespace PdkFriendServer.Logic
|
||||
_rng = new Random();
|
||||
}
|
||||
|
||||
// ---- 包庄决策 ----
|
||||
|
||||
public bool DecideBaoZhuang(PdkBotView view)
|
||||
{
|
||||
// ISMCTS 包庄决策:模拟 N 局,估算自己第一个出完的概率
|
||||
// 包庄不改变牌局流程,只翻倍输赢:P(win)*2*gain - P(lose)*2*loss
|
||||
// 阈值 45%——因为包庄成功收益翻倍,略微倾斜有利于局势占优
|
||||
double winRate = EstimateWinProbability(view);
|
||||
bool shouldBao = winRate >= 0.45;
|
||||
bool shouldBao = winRate >= BaoThreshold;
|
||||
|
||||
Console.WriteLine($"[ISMCTS pos{view.MyPos}] 包庄评估: P(win)={winRate:P0} → {(shouldBao ? "包庄" : "不包")}");
|
||||
Console.WriteLine($"[ISMCTS pos{view.MyPos}] 包庄评估: P(win)={winRate:P0} "
|
||||
+ $"(阈值{BaoThreshold:P0}) → {(shouldBao ? "包庄" : "不包")}");
|
||||
return shouldBao;
|
||||
}
|
||||
|
||||
/// <summary>模拟 N 局随机对局,统计我第一个出完的概率</summary>
|
||||
private double EstimateWinProbability(PdkBotView view)
|
||||
{
|
||||
int myPos = view.MyPos;
|
||||
var hand = view.MyHand;
|
||||
int sims = Math.Min(_simulations, 600); // 包庄模拟用 600 次,比出牌少
|
||||
int sims = Math.Min(_simulations, 600);
|
||||
|
||||
int wins = 0;
|
||||
for (int s = 0; s < sims; s++)
|
||||
@ -52,7 +51,6 @@ namespace PdkFriendServer.Logic
|
||||
return (double)wins / sims;
|
||||
}
|
||||
|
||||
/// <summary>模拟一局只看胜负——不指定第一步出什么</summary>
|
||||
private bool SimulateWin(TCardInfoPdkF[] myHand, PdkBotView view)
|
||||
{
|
||||
int myPos = view.MyPos;
|
||||
@ -68,15 +66,14 @@ namespace PdkFriendServer.Logic
|
||||
var unknown = allCards.Where(c => !myHand.Any(h => h.ID == c.ID)).ToList();
|
||||
Shuffle(unknown);
|
||||
|
||||
int nextCnt = view.ShenYuCard[nextPos - 1];
|
||||
int oppCnt = view.ShenYuCard[oppPos - 1];
|
||||
hands[nextPos - 1].AddRange(unknown.Take(nextCnt));
|
||||
hands[oppPos - 1].AddRange(unknown.Skip(nextCnt).Take(oppCnt));
|
||||
hands[nextPos - 1].AddRange(unknown.Take(view.ShenYuCard[nextPos - 1]));
|
||||
hands[oppPos - 1].AddRange(unknown.Skip(view.ShenYuCard[nextPos - 1])
|
||||
.Take(view.ShenYuCard[oppPos - 1]));
|
||||
|
||||
// 模拟到有人出完
|
||||
int current = myPos;
|
||||
var maxPlay = new PlayOutCardPdkF(); // GameNum=0 → 新一轮
|
||||
var maxPlay = new PlayOutCardPdkF();
|
||||
int maxPlayer = 0;
|
||||
int passStreak = 0;
|
||||
|
||||
for (int move = 0; move < 400; move++)
|
||||
{
|
||||
@ -89,7 +86,8 @@ namespace PdkFriendServer.Logic
|
||||
|
||||
if (tips != null && tips.Count > 0)
|
||||
{
|
||||
var pick = tips[0];
|
||||
// P2修复: 优先多牌组合,其次选最强(最大GameNum)
|
||||
var pick = PickBestTip(tips, isNewRound);
|
||||
maxPlay = new PlayOutCardPdkF
|
||||
{
|
||||
Pos = (byte)current,
|
||||
@ -98,9 +96,35 @@ namespace PdkFriendServer.Logic
|
||||
Ids = pick.Select(c => c.ID).ToArray()
|
||||
};
|
||||
maxPlayer = current;
|
||||
passStreak = 0;
|
||||
foreach (var id in maxPlay.Ids)
|
||||
curHand.RemoveAll(c => c.ID == id);
|
||||
}
|
||||
else
|
||||
{
|
||||
passStreak++;
|
||||
// 防止死循环: 三轮全 pass 则强制最大出牌
|
||||
if (passStreak >= 2)
|
||||
{
|
||||
var forceTips = PdkCardAlgorithm.GetTipCard(
|
||||
new PlayOutCardPdkF(), curHand.ToArray(), null, false);
|
||||
if (forceTips != null && forceTips.Count > 0)
|
||||
{
|
||||
var pick = PickBestTip(forceTips, true);
|
||||
maxPlay = new PlayOutCardPdkF
|
||||
{
|
||||
Pos = (byte)current,
|
||||
GameNum = pick[0].GameNum,
|
||||
Type = CardType1.DanZhang,
|
||||
Ids = pick.Select(c => c.ID).ToArray()
|
||||
};
|
||||
maxPlayer = current;
|
||||
foreach (var id in maxPlay.Ids)
|
||||
curHand.RemoveAll(c => c.ID == id);
|
||||
}
|
||||
passStreak = 0;
|
||||
}
|
||||
}
|
||||
current = current % 3 + 1;
|
||||
}
|
||||
|
||||
@ -108,15 +132,15 @@ namespace PdkFriendServer.Logic
|
||||
&& hands[myPos - 1].Count <= hands[oppPos - 1].Count;
|
||||
}
|
||||
|
||||
// ---- 出牌决策 ----
|
||||
|
||||
public PlayOutCardPdkF DecidePlay(PdkBotView view)
|
||||
{
|
||||
var hand = view.MyHand;
|
||||
if (hand.Length == 0)
|
||||
return Pass(view);
|
||||
if (hand.Length == 0) return Pass(view);
|
||||
|
||||
bool isFirstPlay = view.MaxPlayCard.GameNum <= 0;
|
||||
|
||||
// 枚举所有合法出牌
|
||||
var tips = PdkCardAlgorithm.GetTipCard(
|
||||
view.MaxPlayCard, hand, null, view.Rule.AAAIsZhaDan);
|
||||
|
||||
@ -131,7 +155,6 @@ namespace PdkFriendServer.Logic
|
||||
if (candidates.Count == 1)
|
||||
return candidates[0].play;
|
||||
|
||||
// 对每个候选做蒙特卡洛评估
|
||||
int unknownCount = 48 - hand.Length - CountPlayed(hand, view);
|
||||
int simsPerCandidate = Math.Max(50, _simulations / candidates.Count);
|
||||
|
||||
@ -170,38 +193,29 @@ namespace PdkFriendServer.Logic
|
||||
int nextPos = myPos % 3 + 1;
|
||||
int oppPos = (myPos + 1) % 3 + 1;
|
||||
|
||||
// 构建 3 人手牌:我已知,对手随机分配
|
||||
var hands = new List<TCardInfoPdkF>[3];
|
||||
hands[myPos - 1] = new List<TCardInfoPdkF>(myHand);
|
||||
hands[nextPos - 1] = new List<TCardInfoPdkF>();
|
||||
hands[oppPos - 1] = new List<TCardInfoPdkF>();
|
||||
|
||||
// 生成 48 张标准牌,排除我的手牌
|
||||
var allCards = GenerateDeck();
|
||||
var unknown = allCards.Where(c => !myHand.Any(h => h.ID == c.ID)).ToList();
|
||||
Shuffle(unknown);
|
||||
|
||||
int nextCnt = view.ShenYuCard[nextPos - 1];
|
||||
int oppCnt = view.ShenYuCard[oppPos - 1];
|
||||
hands[nextPos - 1].AddRange(unknown.Take(nextCnt));
|
||||
hands[oppPos - 1].AddRange(unknown.Skip(nextCnt).Take(oppCnt));
|
||||
hands[nextPos - 1].AddRange(unknown.Take(view.ShenYuCard[nextPos - 1]));
|
||||
hands[oppPos - 1].AddRange(unknown.Skip(view.ShenYuCard[nextPos - 1])
|
||||
.Take(view.ShenYuCard[oppPos - 1]));
|
||||
|
||||
// 应用我的第一步出牌
|
||||
var maxPlay = new PlayOutCardPdkF
|
||||
{
|
||||
Pos = (byte)myPos,
|
||||
GameNum = myPlay.GameNum,
|
||||
Type = myPlay.Type,
|
||||
Ids = myPlay.Ids?.ToArray()
|
||||
Pos = (byte)myPos, GameNum = myPlay.GameNum,
|
||||
Type = myPlay.Type, Ids = myPlay.Ids?.ToArray()
|
||||
};
|
||||
if (myPlay.Type != CardType1.None && myPlay.Ids != null)
|
||||
{
|
||||
foreach (var id in myPlay.Ids)
|
||||
hands[myPos - 1].RemoveAll(c => c.ID == id);
|
||||
}
|
||||
|
||||
// 模拟到结束
|
||||
int current = myPos % 3 + 1; // 下家先跟
|
||||
int current = myPos % 3 + 1;
|
||||
int maxPlayer = myPlay.Type == CardType1.None ? view.MaxPlayCard.Pos : myPos;
|
||||
if (myPlay.Type == CardType1.None)
|
||||
{
|
||||
@ -210,60 +224,92 @@ namespace PdkFriendServer.Logic
|
||||
}
|
||||
|
||||
int moveCount = 0;
|
||||
int maxMoves = 500;
|
||||
int passStreak = 0;
|
||||
|
||||
while (moveCount++ < maxMoves)
|
||||
while (moveCount++ < 500)
|
||||
{
|
||||
var curHand = hands[current - 1];
|
||||
if (curHand.Count == 0)
|
||||
return current == myPos; // 我赢了
|
||||
if (curHand.Count == 0) return current == myPos;
|
||||
|
||||
bool isNewRound = maxPlayer == current;
|
||||
bool isNewRound = maxPlayer == current || maxPlay.GameNum == 0;
|
||||
var curMax = isNewRound ? new PlayOutCardPdkF() : maxPlay;
|
||||
var curTips = PdkCardAlgorithm.GetTipCard(curMax, curHand.ToArray(), null, false);
|
||||
|
||||
// 获取当前玩家的合法出牌
|
||||
var curMax = isNewRound
|
||||
? new PlayOutCardPdkF() // GameNum=0 means new round
|
||||
: maxPlay;
|
||||
var curTips = PdkCardAlgorithm.GetTipCard(
|
||||
curMax, curHand.ToArray(), null, false);
|
||||
|
||||
if (isNewRound || (curTips != null && curTips.Count > 0))
|
||||
if (curTips != null && curTips.Count > 0)
|
||||
{
|
||||
// 选第一个方案(最小牌)
|
||||
var pick = isNewRound
|
||||
? curHand.OrderBy(c => c.GameNum).First()
|
||||
: curTips[0][0];
|
||||
var ids = isNewRound
|
||||
? new[] { pick.ID }
|
||||
: curTips[0].Select(c => c.ID).ToArray();
|
||||
|
||||
var pick = PickBestTip(curTips, isNewRound);
|
||||
maxPlay = new PlayOutCardPdkF
|
||||
{
|
||||
Pos = (byte)current,
|
||||
GameNum = pick.GameNum,
|
||||
Type = curTips?[0].Count == 1 ? CardType1.DanZhang : CardType1.DuiZi,
|
||||
Ids = ids
|
||||
GameNum = pick[0].GameNum,
|
||||
Type = pick.Count == 1 ? CardType1.DanZhang : CardType1.DuiZi,
|
||||
Ids = pick.Select(c => c.ID).ToArray()
|
||||
};
|
||||
maxPlayer = current;
|
||||
|
||||
foreach (var id in ids)
|
||||
passStreak = 0;
|
||||
foreach (var id in maxPlay.Ids)
|
||||
curHand.RemoveAll(c => c.ID == id);
|
||||
}
|
||||
// else: pass, keep maxPlay unchanged
|
||||
|
||||
else
|
||||
{
|
||||
passStreak++;
|
||||
if (passStreak >= 2)
|
||||
{
|
||||
var forceTips = PdkCardAlgorithm.GetTipCard(
|
||||
new PlayOutCardPdkF(), curHand.ToArray(), null, false);
|
||||
if (forceTips != null && forceTips.Count > 0)
|
||||
{
|
||||
var pick = PickBestTip(forceTips, true);
|
||||
maxPlay = new PlayOutCardPdkF
|
||||
{
|
||||
Pos = (byte)current, GameNum = pick[0].GameNum,
|
||||
Type = CardType1.DanZhang, Ids = pick.Select(c => c.ID).ToArray()
|
||||
};
|
||||
maxPlayer = current;
|
||||
foreach (var id in maxPlay.Ids)
|
||||
curHand.RemoveAll(c => c.ID == id);
|
||||
}
|
||||
passStreak = 0;
|
||||
}
|
||||
}
|
||||
current = current % 3 + 1;
|
||||
}
|
||||
|
||||
// 超时——比较剩余牌数
|
||||
return hands[myPos - 1].Count <= hands[nextPos - 1].Count
|
||||
&& hands[myPos - 1].Count <= hands[oppPos - 1].Count;
|
||||
}
|
||||
|
||||
// ---- Rollout 策略 ----
|
||||
|
||||
/// <summary>
|
||||
/// 从合法方案中选最优:优先出多张牌的组合,其次出最大的
|
||||
/// P2修复: 之前只取 tips[0](最小单张),改为优先多牌组合
|
||||
/// P0修复: 选最大(最后一项),模拟更强对手
|
||||
/// </summary>
|
||||
private static List<TCardInfoPdkF> PickBestTip(List<List<TCardInfoPdkF>> tips, bool isNewRound)
|
||||
{
|
||||
if (tips == null || tips.Count == 0) return null;
|
||||
|
||||
// 优先多牌组合(2张>1张,3张>2张等),同数量选最大的
|
||||
var best = tips[tips.Count - 1]; // 默认最大
|
||||
int bestScore = best.Count * 10 + best[0].GameNum;
|
||||
|
||||
for (int i = tips.Count - 2; i >= 0; i--)
|
||||
{
|
||||
int score = tips[i].Count * 10 + tips[i][0].GameNum;
|
||||
if (score > bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
best = tips[i];
|
||||
}
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
// ---- 工具 ----
|
||||
|
||||
private static int CountPlayed(TCardInfoPdkF[] myHand, PdkBotView view)
|
||||
{
|
||||
// 粗略估计已出牌:总牌 48 - 我的手牌 - 所有剩余牌
|
||||
int total = 48 - myHand.Length;
|
||||
foreach (var c in view.ShenYuCard) total -= c;
|
||||
return Math.Max(0, total);
|
||||
@ -273,17 +319,15 @@ namespace PdkFriendServer.Logic
|
||||
{
|
||||
var deck = new List<TCardInfoPdkF>();
|
||||
int id = 1;
|
||||
// 花色 1=黑桃 2=红桃 3=梅花 4=方块, 大小 1-13 (A=14, 2=16)
|
||||
foreach (int flower in new[] { 1, 2, 3, 4 })
|
||||
for (int num = 1; num <= 13; num++)
|
||||
{
|
||||
int gameNum = num switch
|
||||
int gameNum = num switch { 1 => 14, 2 => 16, _ => num };
|
||||
deck.Add(new TCardInfoPdkF
|
||||
{
|
||||
1 => 14, // A
|
||||
2 => 16, // 2
|
||||
_ => num
|
||||
};
|
||||
deck.Add(new TCardInfoPdkF { ID = (byte)id++, Flower = (byte)flower, GameNum = (byte)gameNum, GameState = 1 });
|
||||
ID = (byte)id++, Flower = (byte)flower,
|
||||
GameNum = (byte)gameNum, GameState = 1
|
||||
});
|
||||
}
|
||||
return deck;
|
||||
}
|
||||
@ -301,10 +345,8 @@ namespace PdkFriendServer.Logic
|
||||
{
|
||||
return new PlayOutCardPdkF
|
||||
{
|
||||
Pos = src.Pos,
|
||||
GameNum = src.GameNum,
|
||||
Type = src.Type,
|
||||
Ids = src.Ids?.ToArray()
|
||||
Pos = src.Pos, GameNum = src.GameNum,
|
||||
Type = src.Type, Ids = src.Ids?.ToArray()
|
||||
};
|
||||
}
|
||||
|
||||
@ -312,8 +354,7 @@ namespace PdkFriendServer.Logic
|
||||
{
|
||||
return new PlayOutCardPdkF
|
||||
{
|
||||
Pos = (byte)pos,
|
||||
GameNum = cards[0].GameNum,
|
||||
Pos = (byte)pos, GameNum = cards[0].GameNum,
|
||||
Ids = cards.Select(x => x.ID).ToArray(),
|
||||
Type = CardType1.DanZhang
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user