结论: 切回IsmctsBot — SO-ISMCTS实验总结
SO-ISMCTS v4 (引擎级rollout+全牌型): - GetTipCard在isNewRound时只返单张 → rollout对手只出单张 - 补多牌枚举后仍无法达到IsmctsBot的53%多牌率 - 根因: MO-ISMCTS的独立世界树更适合不完全信息卡牌游戏 SO的优势(信息共享)在对手手牌随机化的场景下被稀释 IsmctsBot最终指标: 多牌53%, 1.0s/局, 全牌型 SOIsmctsBot保留为备选方案
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@ -61,7 +61,7 @@ namespace PdkFriendServer.Logic
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{
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_bots = new IPdkBot[3];
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for (int i = 0; i < 3; i++)
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_bots[i] = new SOIsmctsBot();
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_bots[i] = new IsmctsBot();
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}
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/// <summary>构建当前玩家的可见视图——只看自己手牌+公开信息</summary>
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@ -9,12 +9,12 @@ using GameMessage.PaoDeKuaiF;
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namespace PdkFriendServer.Logic
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{
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/// <summary>
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/// SO-ISMCTS v2 — 优化版,静态牌池+数组交换替代对象分配。
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/// SO-ISMCTS v4 — 引擎级 rollout,支持全部牌型。
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///
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/// 性能关键:
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/// - 48张牌静态数组,模拟时只交换索引不创建新对象
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/// - 预生成N份对手手牌分布,分摊 determinization 成本
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/// - 贪心 rollout 直接操作数组切片
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/// 核心改进:用 PdkCardAlgorithm.GetTipCard 替代字节级贪心模拟,
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/// 支持单张/对子/三张/三带二/顺子/连对/飞机/炸弹/四带二/飞机带对。
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///
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/// Rollout 策略:优先清牌效率(多牌优先),但保留大牌控制权。
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/// </summary>
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public class SOIsmctsBot : IPdkBot
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{
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@ -22,17 +22,17 @@ namespace PdkFriendServer.Logic
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private readonly Random _rng;
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private readonly CardTracker _tracker = new CardTracker();
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// 静态牌池:52张牌(同 IsmctsBot.GenerateDeck),只创建一次
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// 静态牌池:52张牌,只创建一次,ID→card 快速查找
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private static readonly TCardInfoPdkF[] FullDeck;
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static SOIsmctsBot()
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{
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FullDeck = new TCardInfoPdkF[52];
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FullDeck = new TCardInfoPdkF[53]; // 1-indexed
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int id = 1;
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foreach (int f in new[] { 1, 2, 3, 4 })
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for (int n = 1; n <= 13; n++)
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FullDeck[id - 1] = new TCardInfoPdkF
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FullDeck[id] = new TCardInfoPdkF
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{
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ID = (byte)(id++),
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ID = (byte)id,
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Flower = (byte)f,
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GameNum = (byte)(n == 1 ? 14 : n == 2 ? 16 : n),
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GameState = 1
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@ -54,10 +54,10 @@ namespace PdkFriendServer.Logic
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int wins = 0;
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for (int s = 0; s < 400; s++)
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if (SimulateToEnd(view.MyHand, view, null)) wins++;
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if (Rollout(view.MyHand, view, null)) wins++;
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double wr = (double)wins / 400;
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Console.WriteLine($"[SOv2 pos{view.MyPos}] 包庄: min={minPlays} wr={wr:P0} → {(wr >= threshold ? "包" : "不")}");
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Console.WriteLine($"[SOv4 pos{view.MyPos}] 包庄: min={minPlays} wr={wr:P0} → {(wr >= threshold ? "包" : "不")}");
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return wr >= threshold;
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}
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@ -67,20 +67,18 @@ namespace PdkFriendServer.Logic
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var hand = view.MyHand;
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if (hand.Length == 0) return Pass(view);
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// 终局精确求解
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if (hand.Length <= 5 && _tracker.UnknownCount <= 15)
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{
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var eg = EndgameSolver.Solve(hand, view, _tracker, _rng);
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if (eg.HasValue) return eg.Value;
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}
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// 锁手检测
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if (hand.Length <= 8)
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{
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var lockSeq = LockDetector.FindLockSequence(hand, _tracker, view.MyPos);
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if (lockSeq != null)
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{
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Console.WriteLine($"[SOv2 pos{view.MyPos}] LOCK {lockSeq.Count}步");
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Console.WriteLine($"[SOv4 pos{view.MyPos}] LOCK {lockSeq.Count}步");
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return new PlayOutCardPdkF { Pos = (byte)view.MyPos, GameNum = lockSeq[0].GameNum, Ids = lockSeq[0].Ids, Type = CardType1.None };
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}
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}
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@ -89,223 +87,176 @@ namespace PdkFriendServer.Logic
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var candidates = BuildCandidates(hand, view, isFirstPlay);
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if (candidates.Count == 1) return candidates[0].play;
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// SO-ISMCTS 主循环:单树 + 预生成手牌
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var root = new SONode(candidates.Count);
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int myPos = view.MyPos;
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// 预生成 N 份对手手牌分布
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int preGen = Math.Min(300, _simBudget);
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var hands1 = new byte[preGen][];
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var hands2 = new byte[preGen][];
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// 建立已知牌ID集合
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var knownIds = new HashSet<byte>();
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foreach (var c in hand) knownIds.Add(c.ID);
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int o1c = view.ShenYuCard[myPos % 3];
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int o2c = view.ShenYuCard[(myPos + 1) % 3];
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var pool = new byte[52 - knownIds.Count];
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int pi = 0;
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foreach (var c in FullDeck)
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if (!knownIds.Contains(c.ID))
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pool[pi++] = c.ID;
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// 预生成对手手牌 (TCardInfoPdkF)
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var knownIds = new HashSet<byte>();
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foreach (var c in hand) knownIds.Add(c.ID);
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var poolCards = FullDeck.Where(c => c.ID > 0 && !knownIds.Contains(c.ID)).ToList();
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int preGen = Math.Min(200, _simBudget);
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var preHands1 = new TCardInfoPdkF[preGen][];
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var preHands2 = new TCardInfoPdkF[preGen][];
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for (int g = 0; g < preGen; g++)
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{
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Shuffle(pool, _rng);
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hands1[g] = new byte[o1c];
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hands2[g] = new byte[o2c];
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Array.Copy(pool, 0, hands1[g], 0, o1c);
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Array.Copy(pool, o1c, hands2[g], 0, o2c);
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Shuffle(poolCards, _rng);
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preHands1[g] = poolCards.Take(o1c).ToArray();
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preHands2[g] = poolCards.Skip(o1c).Take(o2c).ToArray();
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}
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int genIdx = 0;
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int totalSims = 0;
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int genIdx = 0, totalSims = 0;
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for (int iter = 0; iter < _simBudget; iter++)
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{
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int ci = _rng.Next(candidates.Count);
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var play = candidates[ci];
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var (play, isMulti) = candidates[ci];
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// 取一份预生成手牌
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var o1 = hands1[genIdx % preGen];
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var o2 = hands2[genIdx % preGen];
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genIdx++;
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bool win;
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if (play.play.Type == CardType1.None) // pass
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{
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win = SimPass(hand, view, o1, o2);
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}
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else
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{
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var myRem = hand.Where(c => c.GameState == 1 && !play.play.Ids.Contains(c.ID)).ToArray();
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if (myRem.Length == 0) win = true;
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else win = SimAfterPlay(myRem, view, o1, o2, play.play.GameNum);
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}
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// 用预生成的对手手牌
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genIdx = (genIdx + 1) % preGen;
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bool win = Rollout(hand, view, play, preHands1[genIdx], preHands2[genIdx]);
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root.Visit(ci, win);
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totalSims++;
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if (totalSims % 150 == 0)
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{
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int converged = root.BestChild(candidates.Count);
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if (converged >= 0 && root.VisitCount(converged) > _simBudget / candidates.Count / 2 && root.WinRate(converged) > 0.85)
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break;
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}
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}
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int bestIdx = root.BestChild(candidates.Count);
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if (bestIdx < 0) bestIdx = 0;
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Console.WriteLine($"[SOv2 pos{view.MyPos}] {totalSims}s best={bestIdx} wr={root.WinRate(bestIdx):P0}");
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Console.WriteLine($"[SOv4 pos{view.MyPos}] {totalSims}s best={bestIdx}/{candidates.Count} wr={root.WinRate(bestIdx):P0}");
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return candidates[bestIdx].play;
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}
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// ---- 快速模拟(用数组而非对象) ----
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// ---- Rollout: 引擎级全牌型模拟 ----
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private bool SimPass(TCardInfoPdkF[] myHand, PdkBotView view, byte[] o1Ids, byte[] o2Ids)
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/// <summary>
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/// Rollout 一局到终局。firstPlay=null 时不改状态直接从当前桌面开始。
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/// </summary>
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private bool Rollout(TCardInfoPdkF[] myHand, PdkBotView view,
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PlayOutCardPdkF? myPlay = null,
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TCardInfoPdkF[] o1Hand = null, TCardInfoPdkF[] o2Hand = null)
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{
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int myPos = view.MyPos;
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var maxPlay = view.MaxPlayCard;
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int maxPlayer = maxPlay.Pos > 0 ? maxPlay.Pos - 1 : myPos - 1;
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int current = myPos % 3;
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// 从 ID 数组构建手牌 GameNum 数组
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var mg = new List<byte>(myHand.Where(c => c.GameState == 1).Select(c => c.GameNum));
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var o1g = new List<byte>(IdsToGameNums(o1Ids));
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var o2g = new List<byte>(IdsToGameNums(o2Ids));
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return FastSim(o1g, o2g, mg, current, maxPlay.GameNum, maxPlay.Type, maxPlayer, 0);
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}
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private bool SimAfterPlay(TCardInfoPdkF[] myRem, PdkBotView view, byte[] o1Ids, byte[] o2Ids, byte myGameNum)
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{
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int myPos = view.MyPos;
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int current = myPos % 3;
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var mg = new List<byte>(myRem.Where(c => c.GameState == 1).Select(c => c.GameNum));
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var o1g = new List<byte>(IdsToGameNums(o1Ids));
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var o2g = new List<byte>(IdsToGameNums(o2Ids));
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return FastSim(o1g, o2g, mg, current, myGameNum, CardType1.DanZhang, myPos - 1, 0);
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}
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// 快速模拟核心:清牌效率优先。
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// 领牌:优先出多牌组合(3张>2张>1张),用最小的 rank 保留大牌
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// 跟牌:出最小的能压制的牌,保留大牌
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private bool FastSim(List<byte> h1, List<byte> h2, List<byte> my,
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int current, byte maxGameNum, CardType1 maxType, int maxPlayer, int depth)
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{
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if (depth > 30) return my.Count <= Math.Min(h1.Count, h2.Count);
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if (h1.Count == 0) return false;
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if (h2.Count == 0) return false;
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if (my.Count == 0) return true;
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var cur = current == 0 ? h1 : current == 1 ? h2 : my;
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bool isNewRound = maxPlayer == current || maxGameNum == 0;
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bool isMe = (current == 2);
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if (isNewRound)
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var my = myHand.Where(c => c.GameState == 1).ToList();
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if (myPlay.HasValue && myPlay.Value.Type != CardType1.None && myPlay.Value.Ids != null)
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{
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if (cur.Count == 0) return false;
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foreach (var id in myPlay.Value.Ids) my.RemoveAll(c => c.ID == id);
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if (my.Count == 0) return true;
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}
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// 清牌效率排序: 三张 > 对子 > 单张。始终用最小的 rank
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var groups = cur.GroupBy(g => g).OrderBy(g => g.Key).ToList();
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// 三张(清 3 张)
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var triples = groups.Where(g => g.Count() >= 3).ToList();
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if (triples.Count > 0)
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{
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var t = triples[0];
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var toRemove = t.Take(3).ToList();
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foreach (var g in toRemove) cur.Remove(g);
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return FastSim(h1, h2, my, (current + 1) % 3, t.Key, CardType1.SanZhang, current, depth + 1);
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}
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// 对子(清 2 张)
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var pairs = groups.Where(g => g.Count() >= 2).ToList();
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if (pairs.Count > 0)
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{
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var p = pairs[0];
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var toRemove = p.Take(2).ToList();
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foreach (var g in toRemove) cur.Remove(g);
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return FastSim(h1, h2, my, (current + 1) % 3, p.Key, CardType1.DuiZi, current, depth + 1);
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}
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// 单张:出最小的
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byte play = groups[0].Key;
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cur.Remove(play);
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return FastSim(h1, h2, my, (current + 1) % 3, play, CardType1.DanZhang, current, depth + 1);
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// 构建或取样对手手牌
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List<TCardInfoPdkF> o1, o2;
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if (o1Hand != null)
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{
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o1 = new List<TCardInfoPdkF>(o1Hand);
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o2 = new List<TCardInfoPdkF>(o2Hand);
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}
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else
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{
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// 跟牌:有牌能压 → 出最小的压制牌
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if (maxType == CardType1.DuiZi || maxType == CardType1.SanZhang)
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{
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int need = maxType == CardType1.SanZhang ? 3 : 2;
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var groups = cur.GroupBy(g => g)
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.Where(g => g.Count() >= need && g.Key > maxGameNum)
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.OrderBy(g => g.Key).ToList();
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if (groups.Count > 0)
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{
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var g = groups[0];
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var toRemove = g.Take(need).ToList();
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foreach (var x in toRemove) cur.Remove(x);
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return FastSim(h1, h2, my, (current + 1) % 3, g.Key, maxType, current, depth + 1);
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}
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}
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// 单张跟牌:出最小的可压牌
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var bigger = cur.Where(g => g > maxGameNum).OrderBy(g => g).ToList();
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if (bigger.Count > 0)
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{
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byte play = bigger[0]; // 最小压制
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cur.Remove(play);
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return FastSim(h1, h2, my, (current + 1) % 3, play, CardType1.DanZhang, current, depth + 1);
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}
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// pass
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return FastSim(h1, h2, my, (current + 1) % 3, maxGameNum, maxType, isNewRound ? current : maxPlayer, depth + 1);
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var known = new HashSet<byte>();
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foreach (var c in myHand) known.Add(c.ID);
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var pool = FullDeck.Where(c => c.ID > 0 && !known.Contains(c.ID)).ToList();
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Shuffle(pool, _rng);
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int o1c = view.ShenYuCard[myPos % 3];
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o1 = pool.Take(o1c).ToList();
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o2 = pool.Skip(o1c).Take(view.ShenYuCard[(myPos + 1) % 3]).ToList();
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}
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// 初始状态
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PlayOutCardPdkF maxPlay;
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int maxPlayer, current;
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if (myPlay.HasValue && myPlay.Value.Type != CardType1.None)
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{
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maxPlay = ClonePlay(myPlay.Value);
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maxPlayer = myPos - 1;
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current = myPos % 3;
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}
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else
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{
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maxPlay = ClonePlay(view.MaxPlayCard);
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maxPlayer = maxPlay.Pos > 0 ? maxPlay.Pos - 1 : myPos - 1;
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current = myPos % 3;
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}
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return SimLoop(my, o1, o2, current, maxPlay, maxPlayer, 0);
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}
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// ---- 旧的 SimulateToEnd (保留兼容) ----
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private bool SimulateToEnd(TCardInfoPdkF[] myHand, PdkBotView view, PlayOutCardPdkF? fp)
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private bool SimLoop(List<TCardInfoPdkF> my, List<TCardInfoPdkF> o1, List<TCardInfoPdkF> o2,
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int current, PlayOutCardPdkF maxPlay, int maxPlayer, int depth)
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{
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int myPos = view.MyPos;
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var myList = myHand.Where(c => c.GameState == 1).Select(c => c.GameNum).ToList();
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int o1c = view.ShenYuCard[myPos % 3];
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int o2c = view.ShenYuCard[(myPos + 1) % 3];
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if (depth > 50) return my.Count <= Math.Min(o1.Count, o2.Count);
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if (o1.Count == 0) return false;
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if (o2.Count == 0) return false;
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if (my.Count == 0) return true;
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var knownIds = new HashSet<byte>();
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foreach (var c in myHand) knownIds.Add(c.ID);
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var cur = current == 0 ? o1 : current == 1 ? o2 : my;
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bool isNewRound = maxPlayer == current || maxPlay.GameNum <= 0;
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int next = (current + 1) % 3;
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var pool = FullDeck.Where(c => !knownIds.Contains(c.ID)).Select(c => c.GameNum).ToList();
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Shuffle(pool, _rng);
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var o1 = pool.Take(o1c).ToList();
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var o2 = pool.Skip(o1c).Take(o2c).ToList();
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// 用引擎获取合法出牌
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var tips = PdkCardAlgorithm.GetTipCard(
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isNewRound ? new PlayOutCardPdkF() : maxPlay,
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cur.ToArray(), null, false);
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byte maxGn = 0;
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int maxP = 0;
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int cur = myPos % 3;
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if (fp.HasValue && fp.Value.Type != CardType1.None)
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if (tips != null && tips.Count > 0)
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{
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maxGn = fp.Value.GameNum;
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maxP = myPos - 1;
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foreach (var id in fp.Value.Ids ?? Array.Empty<byte>())
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myList.RemoveAll(g => g == GameNumOf(id));
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}
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else if (fp.HasValue) // pass
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{
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maxGn = view.MaxPlayCard.GameNum;
|
||||
maxP = view.MaxPlayCard.Pos > 0 ? view.MaxPlayCard.Pos - 1 : myPos - 1;
|
||||
// Rollout 策略:多牌优先 + 最小 rank 保留大牌
|
||||
// isNewRound 时 GetTipCard 只返回单张 → 需要补充多牌先手
|
||||
List<List<TCardInfoPdkF>> allPlays = new List<List<TCardInfoPdkF>>(tips);
|
||||
if (isNewRound)
|
||||
{
|
||||
var arr = cur.ToArray();
|
||||
// 对子 (2张同rank)
|
||||
foreach (var g in arr.GroupBy(c => c.GameNum).Where(g => g.Count() >= 2))
|
||||
allPlays.Add(g.Take(2).ToList());
|
||||
// 三张
|
||||
foreach (var g in arr.GroupBy(c => c.GameNum).Where(g => g.Count() >= 3))
|
||||
allPlays.Add(g.Take(3).ToList());
|
||||
// 顺子 (≥5张连续rank)
|
||||
var ranks = arr.Select(c => (int)c.GameNum).Where(r => r >= 3 && r <= 14).Distinct().OrderBy(r => r).ToList();
|
||||
for (int len = Math.Min(ranks.Count, 12); len >= 5; len--)
|
||||
for (int si = 0; si <= ranks.Count - len; si++)
|
||||
{
|
||||
bool isConsecutive = true;
|
||||
for (int i = 1; i < len; i++)
|
||||
if (ranks[si + i] != ranks[si + i - 1] + 1)
|
||||
{ isConsecutive = false; break; }
|
||||
if (!isConsecutive) continue;
|
||||
var strCards = ranks.Skip(si).Take(len)
|
||||
.SelectMany(r => arr.Where(c => c.GameNum == r).Take(1)).ToList();
|
||||
if (strCards.Count == len) allPlays.Add(strCards);
|
||||
}
|
||||
}
|
||||
|
||||
// 选择:优先多牌(×10权重),同长度选最小rank
|
||||
var best = allPlays
|
||||
.OrderByDescending(t => t.Count * 10)
|
||||
.ThenBy(t => t[0].GameNum)
|
||||
.First();
|
||||
|
||||
foreach (var c in best) cur.RemoveAll(x => x.ID == c.ID);
|
||||
|
||||
var newMax = new PlayOutCardPdkF
|
||||
{
|
||||
GameNum = best[0].GameNum,
|
||||
Type = InferType(best),
|
||||
Ids = best.Select(c => c.ID).ToArray()
|
||||
};
|
||||
|
||||
return SimLoop(my, o1, o2, next, newMax, current, depth + 1);
|
||||
}
|
||||
|
||||
return FastSim(o1, o2, myList, cur, maxGn, CardType1.DanZhang, maxP, 0);
|
||||
// pass
|
||||
int newMaxPlayer = isNewRound ? current : maxPlayer;
|
||||
return SimLoop(my, o1, o2, next, maxPlay, newMaxPlayer, depth + 1);
|
||||
}
|
||||
|
||||
// ---- 辅助 ----
|
||||
// ---- 候选构建 ----
|
||||
|
||||
private List<(PlayOutCardPdkF play, bool isMulti)> BuildCandidates(
|
||||
TCardInfoPdkF[] hand, PdkBotView view, bool isFirstPlay)
|
||||
@ -314,7 +265,7 @@ namespace PdkFriendServer.Logic
|
||||
var candidates = new List<(PlayOutCardPdkF, bool)>();
|
||||
if (tips != null)
|
||||
foreach (var t in tips)
|
||||
candidates.Add((MakePlay(t, view.MyPos), t.Count > 1));
|
||||
candidates.Add((new PlayOutCardPdkF { Pos = (byte)view.MyPos, GameNum = t[0].GameNum, Ids = t.Select(c => c.ID).ToArray(), Type = InferType(t) }, t.Count > 1));
|
||||
if (isFirstPlay)
|
||||
AddMultiCardLeads(hand, view.MyPos, candidates);
|
||||
if (!isFirstPlay)
|
||||
@ -322,23 +273,28 @@ namespace PdkFriendServer.Logic
|
||||
return candidates;
|
||||
}
|
||||
|
||||
// 复用 IsmctsBot 的多牌枚举(对子/三张/顺子/飞机/炸弹/连对)
|
||||
private static void AddMultiCardLeads(TCardInfoPdkF[] hand, int pos,
|
||||
List<(PlayOutCardPdkF, bool)> candidates)
|
||||
{
|
||||
var make = (List<TCardInfoPdkF> cards) => candidates.Add((
|
||||
void add(List<TCardInfoPdkF> cards) => candidates.Add((
|
||||
new PlayOutCardPdkF { Pos = (byte)pos, GameNum = cards[0].GameNum, Ids = cards.Select(c => c.ID).ToArray(), Type = InferType(cards) }, true));
|
||||
|
||||
if (PokerLogic.GetPlayZhaDans(hand, out var bombs) && bombs != null)
|
||||
foreach (var b in bombs) make(b);
|
||||
foreach (var b in bombs) add(b);
|
||||
foreach (var g in hand.GroupBy(c => c.GameNum).Where(g => g.Count() >= 2))
|
||||
make(g.Take(2).ToList());
|
||||
add(g.Take(2).ToList());
|
||||
foreach (var g in hand.GroupBy(c => c.GameNum).Where(g => g.Count() >= 3))
|
||||
make(g.Take(3).ToList());
|
||||
{
|
||||
var t = g.Take(3).ToList();
|
||||
var rest = hand.Where(c => c.GameNum != g.Key).Take(2).ToList();
|
||||
add(rest.Count == 2 ? t.Concat(rest).ToList() : t);
|
||||
}
|
||||
var straights = PokerLogic.GetShunZi(hand);
|
||||
if (straights != null) foreach (var s in straights) make(s);
|
||||
if (straights != null) foreach (var s in straights) add(s);
|
||||
}
|
||||
|
||||
// ---- 辅助 ----
|
||||
|
||||
private static CardType1 InferType(List<TCardInfoPdkF> cards)
|
||||
{
|
||||
int n = cards.Count;
|
||||
@ -346,86 +302,36 @@ namespace PdkFriendServer.Logic
|
||||
if (n == 2) return CardType1.DuiZi;
|
||||
var cnts = cards.GroupBy(c => c.GameNum).Select(g => g.Count()).OrderByDescending(x => x).ToList();
|
||||
if (cnts[0] == 4) { if (n == 4) return CardType1.ZhaDan; if (n == 6) return CardType1.SiDai2; if (n == 7) return CardType1.SiDai3; }
|
||||
if (cnts[0] >= 3) return CardType1.SanZhang;
|
||||
if (cnts[0] == 2 && n % 2 == 0) return CardType1.LianDui;
|
||||
return CardType1.ShunZi;
|
||||
if (cnts[0] >= 3) return n == 3 ? CardType1.SanZhang : CardType1.SanDai2;
|
||||
if (cnts[0] == 2 && n % 2 == 0) return n == 4 ? CardType1.LianDui : CardType1.LianDui;
|
||||
return n >= 5 ? CardType1.ShunZi : CardType1.DanZhang;
|
||||
}
|
||||
|
||||
private static PlayOutCardPdkF MakePlay(List<TCardInfoPdkF> cards, int pos)
|
||||
=> new PlayOutCardPdkF { Pos = (byte)pos, GameNum = cards[0].GameNum, Ids = cards.Select(x => x.ID).ToArray(), Type = CardType1.DanZhang };
|
||||
|
||||
private static PlayOutCardPdkF Pass(PdkBotView v)
|
||||
=> new PlayOutCardPdkF { Pos = (byte)v.MyPos, Type = CardType1.None };
|
||||
|
||||
private static List<byte> IdsToGameNums(byte[] ids)
|
||||
{
|
||||
var result = new List<byte>();
|
||||
foreach (var id in ids)
|
||||
{
|
||||
var card = FullDeck.FirstOrDefault(c => c.ID == id);
|
||||
if (card.GameNum > 0) result.Add(card.GameNum);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private static byte GameNumOf(byte id)
|
||||
{
|
||||
var card = FullDeck.FirstOrDefault(c => c.ID == id);
|
||||
return card.GameNum;
|
||||
}
|
||||
|
||||
private static void Shuffle<T>(T[] arr, Random rng)
|
||||
{
|
||||
for (int i = arr.Length - 1; i > 0; i--)
|
||||
{
|
||||
int j = rng.Next(i + 1);
|
||||
(arr[i], arr[j]) = (arr[j], arr[i]);
|
||||
}
|
||||
}
|
||||
private static PlayOutCardPdkF ClonePlay(PlayOutCardPdkF s)
|
||||
=> new PlayOutCardPdkF { Pos = s.Pos, GameNum = s.GameNum, Type = s.Type, Ids = s.Ids?.ToArray() };
|
||||
|
||||
private static void Shuffle<T>(List<T> list, Random rng)
|
||||
{
|
||||
for (int i = list.Count - 1; i > 0; i--)
|
||||
{
|
||||
int j = rng.Next(i + 1);
|
||||
(list[i], list[j]) = (list[j], list[i]);
|
||||
}
|
||||
{ int j = rng.Next(i + 1); (list[i], list[j]) = (list[j], list[i]); }
|
||||
}
|
||||
}
|
||||
|
||||
internal class SONode
|
||||
{
|
||||
private readonly int[] _wins;
|
||||
private readonly int[] _visits;
|
||||
|
||||
public SONode(int numChildren)
|
||||
{
|
||||
_wins = new int[numChildren];
|
||||
_visits = new int[numChildren];
|
||||
}
|
||||
|
||||
public void Visit(int idx, bool win)
|
||||
{
|
||||
if (idx < 0 || idx >= _visits.Length) return;
|
||||
_visits[idx]++;
|
||||
if (win) _wins[idx]++;
|
||||
}
|
||||
|
||||
public double WinRate(int idx)
|
||||
=> idx >= 0 && idx < _visits.Length && _visits[idx] > 0 ? (double)_wins[idx] / _visits[idx] : 0;
|
||||
|
||||
public int VisitCount(int idx)
|
||||
=> idx >= 0 && idx < _visits.Length ? _visits[idx] : 0;
|
||||
|
||||
private readonly int[] _wins, _visits;
|
||||
public SONode(int n) { _wins = new int[n]; _visits = new int[n]; }
|
||||
public void Visit(int i, bool w) { if (i >= 0 && i < _visits.Length) { _visits[i]++; if (w) _wins[i]++; } }
|
||||
public double WinRate(int i) => i >= 0 && i < _visits.Length && _visits[i] > 0 ? (double)_wins[i] / _visits[i] : 0;
|
||||
public int VisitCount(int i) => i >= 0 && i < _visits.Length ? _visits[i] : 0;
|
||||
public int BestChild(int n)
|
||||
{
|
||||
int best = -1;
|
||||
double bestRate = -1;
|
||||
int best = -1; double bestRate = -1;
|
||||
for (int i = 0; i < Math.Min(n, _visits.Length); i++)
|
||||
{
|
||||
double rate = WinRate(i);
|
||||
if (rate > bestRate) { bestRate = rate; best = i; }
|
||||
}
|
||||
{ double r = WinRate(i); if (r > bestRate) { bestRate = r; best = i; } }
|
||||
return best;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user