feat: CardTracker — 出牌记录+对手手牌推断+炸弹检测
CardTracker.cs (新文件, 400行): - 48位bitset追踪已出牌(按ID) - 对手pass约束记录: pass对子9→该对手无对子≥9 - BombsOutside(): 外面还剩几个炸弹 - BombRanks(): 可能藏炸弹的rank列表 - CanAnyoneBeat(play): 判断是否可能被压制 - SampleOpponentHands(): 约束采样替代随机分配 - 支持6种牌型的压制判断: 单张/对子/炸弹/顺子/连对/飞机 IsmctsBot.cs 整合: - CardTracker实例,每次DecidePlay/DecideBaoZhuang调用Update() - 炸弹感知加权: 外面没炸弹→我方炸弹+25%, 快赢时+15% - 外面有炸弹且快赢→保守出牌(-5%多牌分) - SimulateToEnd改用约束采样(回退随机补齐)
This commit is contained in:
397
PdkFriendServer/Logic/CardTracker.cs
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397
PdkFriendServer/Logic/CardTracker.cs
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@ -0,0 +1,397 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using GameMessage;
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using GameMessage.PaoDeKuaiF;
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namespace PdkFriendServer.Logic
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{
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/// <summary>
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/// 出牌追踪器 — 累积已知牌信息,推断对手手牌约束。
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///
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/// 原理:48 张牌去掉我的 16 张和已出现的牌 = 未知牌池。
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/// 对手 pass 某种牌型 → 该对手手上没有能压制此牌型的牌。
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/// 随着牌局进行,未知牌池不断缩小,推断精度不断提高。
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///
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/// 用法:IsmctsBot 持有一个 CardTracker 实例,每次 DecidePlay 时调用 Update()。
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/// </summary>
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public class CardTracker
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{
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// 48 位 bitset:已确认出现的牌(ID 级别,1-52 但 跑得快只用到其中 48 张)
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private readonly HashSet<byte> _seenCardIds = new HashSet<byte>();
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// 上次看到的 MaxPlayCard(用于检测新出牌)
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private PlayOutCardPdkF _lastMaxPlay;
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// 上次我的手牌 ID 集合
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private HashSet<byte> _lastMyHandIds;
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// 对手约束:[pos-2] = 该对手 pass 过的牌型列表
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private readonly List<PassConstraint>[] _opponentConstraints;
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// 当前轮次 pass 计数
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private int _passStreak;
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private bool _isNewRound;
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// 每个位置的炸弹计数
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private readonly int[] _bombCounts = new int[3];
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public CardTracker()
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{
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_opponentConstraints = new List<PassConstraint>[3];
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for (int i = 0; i < 3; i++)
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_opponentConstraints[i] = new List<PassConstraint>();
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}
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/// <summary>
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/// 每次 bot 决策前调用,更新已知信息。
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/// myPos 从 1 开始。
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/// </summary>
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public void Update(PdkBotView view)
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{
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int myPos = view.MyPos;
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var handIds = new HashSet<byte>(view.MyHand.Where(c => c.GameState == 1).Select(c => c.ID));
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// 1. 追踪我的手牌变化
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if (_lastMyHandIds != null)
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{
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var played = _lastMyHandIds.Where(id => !handIds.Contains(id));
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foreach (var id in played) _seenCardIds.Add(id);
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}
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_lastMyHandIds = handIds;
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// 2. 追踪桌面出牌
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var currentMax = view.MaxPlayCard;
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if (currentMax.Ids != null && currentMax.Ids.Length > 0)
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{
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// 如果是新出牌(不是上一轮的)
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if (_lastMaxPlay.Ids == null ||
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!_lastMaxPlay.Ids.SequenceEqual(currentMax.Ids))
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{
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foreach (var id in currentMax.Ids) _seenCardIds.Add(id);
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_passStreak = 0;
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_isNewRound = false;
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}
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else if (_lastMaxPlay.Ids != null)
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{
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// 同一手牌还在桌上 → 有人 pass 了
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_passStreak++;
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// 记录 pass 约束(轮到谁 pass 了就是谁)
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int passer = currentMax.Pos > 0
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? (currentMax.Pos % 3 + 1) // 下一位
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: 0;
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if (passer > 0 && passer != myPos)
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{
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RecordPassConstraint(passer, currentMax);
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}
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}
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}
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else
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{
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_isNewRound = true;
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_passStreak = 0;
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}
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_lastMaxPlay = new PlayOutCardPdkF
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{
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Pos = currentMax.Pos,
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GameNum = currentMax.GameNum,
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Type = currentMax.Type,
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Ids = currentMax.Ids?.ToArray()
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};
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// 3. 追踪炸弹计数
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for (int i = 0; i < 3; i++)
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_bombCounts[i] = view.ZhaDans[i];
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}
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/// <summary>
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/// 重置追踪器(每局开始时调用)
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/// </summary>
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public void Reset()
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{
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_seenCardIds.Clear();
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_lastMyHandIds = null;
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_lastMaxPlay = new PlayOutCardPdkF();
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_passStreak = 0;
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_isNewRound = true;
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foreach (var c in _opponentConstraints) c.Clear();
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Array.Clear(_bombCounts, 0, 3);
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}
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// ---- 查询接口 ----
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/// <summary>返回外面还有多少未知卡</summary>
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public int UnknownCount => 48 - _seenCardIds.Count;
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/// <summary>在外面可能存在的炸弹数(按 rank 计)</summary>
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public int BombsOutside(TCardInfoPdkF[] myHand)
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{
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int bombs = 0;
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var myCounts = new Dictionary<int, int>();
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foreach (var c in myHand.Where(c => c.GameState == 1))
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myCounts[c.GameNum] = myCounts.GetValueOrDefault(c.GameNum, 0) + 1;
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// 对每个 rank: total=4, my=N, seen=M, outside=4-N-M
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// 但 seen 按 ID 不按 rank,简化:统计已知牌中各 rank 的已出数
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var seenByRank = new Dictionary<int, int>();
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foreach (var id in _seenCardIds)
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{
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// 通过 ID 反推 rank(ID 1-52, rank=(ID-1)%13+1, 但 GameNum 映射不同)
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// 简化:用 GameNum 直接。实际上 ID 与 GameNum 的映射由 Deal 决定。
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// 我们采用近似:外面未见的牌如果某个 rank 还有 4 张 → 可能有炸弹
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}
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// 简化版:检查常见 rank
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foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 })
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{
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int myCount = myCounts.GetValueOrDefault(rank, 0);
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// 近似:用 rank 对应 ID 范围推算已见数
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int seenCount = CountSeenByRank(rank);
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int outside = 4 - myCount - seenCount;
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if (outside == 4) bombs++;
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}
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return bombs;
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}
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/// <summary>外面有炸弹的 rank 列表</summary>
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public List<int> BombRanks(TCardInfoPdkF[] myHand)
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{
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var result = new List<int>();
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var myCounts = new Dictionary<int, int>();
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foreach (var c in myHand.Where(c => c.GameState == 1))
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myCounts[c.GameNum] = myCounts.GetValueOrDefault(c.GameNum, 0) + 1;
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foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 })
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{
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int myCount = myCounts.GetValueOrDefault(rank, 0);
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int seenCount = CountSeenByRank(rank);
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if (4 - myCount - seenCount == 4) result.Add(rank);
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}
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return result;
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}
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/// <summary>根据已知牌判断:这个出牌有没有可能被压制</summary>
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public bool CanAnyoneBeat(TCardInfoPdkF[] myHand, PlayOutCardPdkF play)
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{
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if (play.Ids == null || play.Ids.Length == 0) return false;
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int rank = play.GameNum;
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int count = play.Ids.Length;
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switch (play.Type)
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{
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case CardType1.DanZhang:
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// 外面有没有更大的单牌?
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return HasHigherUnseen(rank, 1, myHand);
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case CardType1.DuiZi:
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return HasHigherUnseen(rank, 2, myHand);
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case CardType1.ZhaDan:
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// 外面有没有更大的炸弹?
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return HasHigherUnseen(rank, 4, myHand);
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case CardType1.ShunZi:
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// 外面有没有更大的顺子?
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return HasHigherStraight(rank, count, myHand);
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case CardType1.LianDui:
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return HasHigherLianDui(rank, count, myHand);
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case CardType1.FeiJi:
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case CardType1.FeijiDai2:
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return HasHigherPlane(rank, count, myHand);
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default:
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return HasHigherUnseen(rank, count, myHand);
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}
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}
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/// <summary>生成约束采样的对手手牌(用于 ISMCTS 模拟)</summary>
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public List<TCardInfoPdkF>[] SampleOpponentHands(
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TCardInfoPdkF[] myHand, PdkBotView view, Random rng)
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{
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int myPos = view.MyPos;
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int opp1 = myPos % 3; // 下家 (0-indexed)
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int opp2 = (myPos + 1) % 3; // 上家
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// 未知牌池
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var knownIds = new HashSet<byte>(_seenCardIds);
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foreach (var c in myHand) knownIds.Add(c.ID);
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var pool = new List<TCardInfoPdkF>();
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for (byte suit = 1; suit <= 4; suit++)
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{
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for (byte n = 1; n <= 13; n++)
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{
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byte id = (byte)((suit - 1) * 13 + n);
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if (!knownIds.Contains(id))
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{
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int g = n == 1 ? 14 : n == 2 ? 16 : n;
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pool.Add(new TCardInfoPdkF { ID = id, Flower = suit, GameNum = (byte)g, GameState = 1 });
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}
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}
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}
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Shuffle(pool, rng);
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// 约束检查:对手不能持有与 pass 约束冲突的牌
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int opp1Need = view.ShenYuCard[opp1];
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int opp2Need = view.ShenYuCard[opp2];
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var h1 = new List<TCardInfoPdkF>();
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var h2 = new List<TCardInfoPdkF>();
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int idx = 0;
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foreach (var card in pool)
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{
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bool okFor1 = SatisfiesConstraints(card, opp1);
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bool okFor2 = SatisfiesConstraints(card, opp2);
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if (h1.Count < opp1Need && okFor1 && (h2.Count >= opp2Need || !okFor2 || rng.Next(2) == 0))
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h1.Add(card);
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else if (h2.Count < opp2Need && okFor2)
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h2.Add(card);
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else if (okFor1 && h1.Count < opp1Need)
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h1.Add(card);
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else if (okFor2 && h2.Count < opp2Need)
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h2.Add(card);
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idx++;
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if (h1.Count >= opp1Need && h2.Count >= opp2Need) break;
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}
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return new[] { h1, h2 };
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}
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// ---- 私有方法 ----
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private void RecordPassConstraint(int pos, PlayOutCardPdkF play)
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{
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int idx = pos - 1;
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_opponentConstraints[idx].Add(new PassConstraint
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{
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Type = play.Type,
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GameNum = play.GameNum,
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Count = play.Ids?.Length ?? 1
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});
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// 只保留最近 10 条
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if (_opponentConstraints[idx].Count > 10)
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_opponentConstraints[idx].RemoveAt(0);
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}
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private bool SatisfiesConstraints(TCardInfoPdkF card, int oppIdx)
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{
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foreach (var c in _opponentConstraints[oppIdx])
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{
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switch (c.Type)
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{
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case CardType1.DanZhang:
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if (card.GameNum > c.GameNum) return false;
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break;
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case CardType1.DuiZi:
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// 简化:不能持有比 pass 对子更高的对子
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if (card.GameNum > c.GameNum) return false;
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break;
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}
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}
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return true;
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}
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private int CountSeenByRank(int gameNum)
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{
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// 近似:ID 与 GameNum 的映射。ID=(suit-1)*13 + n, GameNum: 1→14, 2→16, else→n
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int n = gameNum switch { 14 => 1, 16 => 2, _ => gameNum };
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int count = 0;
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for (int suit = 1; suit <= 4; suit++)
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{
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byte id = (byte)((suit - 1) * 13 + n);
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if (_seenCardIds.Contains(id)) count++;
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}
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return count;
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}
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private bool HasHigherUnseen(int gameNum, int needPerRank, TCardInfoPdkF[] myHand)
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{
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var myCounts = new Dictionary<int, int>();
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foreach (var c in myHand.Where(c => c.GameState == 1 && c.GameNum > gameNum))
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myCounts[c.GameNum] = myCounts.GetValueOrDefault(c.GameNum, 0) + 1;
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foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 })
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{
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if (rank <= gameNum) continue;
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int myCount = myCounts.GetValueOrDefault(rank, 0);
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int seenCount = CountSeenByRank(rank);
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int available = 4 - myCount - seenCount;
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if (available >= needPerRank) return true;
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}
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return false;
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}
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private bool HasHigherStraight(int startRank, int length, TCardInfoPdkF[] myHand)
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{
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// 检查是否存在比当前顺子更大的同长顺子
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// 最大顺子:10-J-Q-K-A (startRank=10, length=5),再高没有了
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int maxStart = 14 - length + 1; // A(14) 是最高
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for (int s = startRank + 1; s <= maxStart; s++)
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{
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bool possible = true;
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for (int r = s; r < s + length; r++)
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{
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int myCount = myHand.Count(c => c.GameState == 1 && c.GameNum == r);
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int seenCount = CountSeenByRank(r);
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if (4 - myCount - seenCount < 1) { possible = false; break; }
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}
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if (possible) return true;
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}
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return false;
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}
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private bool HasHigherLianDui(int startRank, int pairs, TCardInfoPdkF[] myHand)
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{
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// 连对:≥3 对连续,检查是否有更大起点的连对
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int maxStart = 14 - pairs; // A(14) 最高
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for (int s = startRank + 1; s <= maxStart; s++)
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{
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bool possible = true;
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for (int r = s; r < s + pairs; r++)
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{
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int myCount = myHand.Count(c => c.GameState == 1 && c.GameNum == r);
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int seenCount = CountSeenByRank(r);
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if (4 - myCount - seenCount < 2) { possible = false; break; }
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}
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if (possible) return true;
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}
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return false;
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}
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private bool HasHigherPlane(int startRank, int triples, TCardInfoPdkF[] myHand)
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{
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int maxStart = 14 - triples;
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for (int s = startRank + 1; s <= maxStart; s++)
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{
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bool possible = true;
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for (int r = s; r < s + triples; r++)
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{
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int myCount = myHand.Count(c => c.GameState == 1 && c.GameNum == r);
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int seenCount = CountSeenByRank(r);
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if (4 - myCount - seenCount < 3) { possible = false; break; }
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}
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if (possible) return true;
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}
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return false;
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}
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private static void Shuffle<T>(List<T> list, Random rng)
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{
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for (int i = list.Count - 1; i > 0; i--)
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{
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int j = rng.Next(i + 1);
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(list[i], list[j]) = (list[j], list[i]);
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}
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}
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private struct PassConstraint
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{
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public CardType1 Type;
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public byte GameNum;
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public int Count;
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}
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}
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}
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@ -18,32 +18,34 @@ namespace PdkFriendServer.Logic
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{
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private readonly int _simulations;
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private readonly Random _rng;
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private const double BaoThreshold = 0.70; // 100局校准: 60%→30%, 提至70%
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private const double MultiBonusPerCard = 0.10; // 多牌加权: 每多1张+10%
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private const int FastSims = 40; // 快速评估模拟次数
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private readonly CardTracker _tracker = new CardTracker();
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private const double BaoThreshold = 0.70;
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private const double MultiBonusPerCard = 0.10;
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private const int FastSims = 40;
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public IsmctsBot(int simulations = 800)
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{
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_simulations = simulations;
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_rng = new Random();
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}
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public IsmctsBot(int simulations = 800)
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{
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_simulations = simulations;
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_rng = new Random();
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||||
}
|
||||
|
||||
// ---- 自适应模拟次数 ----
|
||||
private int AdaptiveSims(int handSize)
|
||||
{
|
||||
if (handSize <= 3) return 2000; // 决胜时刻
|
||||
if (handSize <= 6) return 1500;
|
||||
if (handSize <= 10) return 1200;
|
||||
if (handSize <= 13) return 1000;
|
||||
return 800; // 开局快速
|
||||
}
|
||||
// ---- 自适应模拟次数 ----
|
||||
private int AdaptiveSims(int handSize)
|
||||
{
|
||||
if (handSize <= 3) return 2000;
|
||||
if (handSize <= 6) return 1500;
|
||||
if (handSize <= 10) return 1200;
|
||||
if (handSize <= 13) return 1000;
|
||||
return 800;
|
||||
}
|
||||
|
||||
// ---- 包庄决策 ----
|
||||
|
||||
public bool DecideBaoZhuang(PdkBotView view)
|
||||
{
|
||||
// 最小步数规划:手牌结构好不好
|
||||
int minPlays = HandOptimizer.MinPlays(view.MyHand);
|
||||
public bool DecideBaoZhuang(PdkBotView view)
|
||||
{
|
||||
_tracker.Update(view);
|
||||
|
||||
int minPlays = HandOptimizer.MinPlays(view.MyHand);
|
||||
double handEfficiency = view.MyHand.Length > 0
|
||||
? (double)(view.MyHand.Length - minPlays) / view.MyHand.Length : 0;
|
||||
|
||||
@ -77,8 +79,9 @@ namespace PdkFriendServer.Logic
|
||||
// ---- 出牌决策 ----
|
||||
|
||||
public PlayOutCardPdkF DecidePlay(PdkBotView view)
|
||||
{
|
||||
var hand = view.MyHand;
|
||||
{
|
||||
_tracker.Update(view);
|
||||
var hand = view.MyHand;
|
||||
if (hand.Length == 0) return Pass(view);
|
||||
|
||||
bool isFirstPlay = view.MaxPlayCard.GameNum <= 0;
|
||||
@ -147,7 +150,33 @@ namespace PdkFriendServer.Logic
|
||||
}
|
||||
}
|
||||
|
||||
// 5. 两阶段选择:多牌优先
|
||||
// 5. 炸弹感知加权
|
||||
int bombsOutside = _tracker.BombsOutside(hand);
|
||||
var bombRanks = _tracker.BombRanks(hand);
|
||||
|
||||
for (int i = 0; i < scoredCandidates.Count; i++)
|
||||
{
|
||||
var (p, wr, am, m) = scoredCandidates[i];
|
||||
bool isBomb = p.Ids != null && p.Ids.Length == 4
|
||||
&& hand.Count(c => c.GameNum == p.GameNum && c.GameState == 1) == 4;
|
||||
|
||||
if (isBomb)
|
||||
{
|
||||
// 我方炸弹
|
||||
if (bombsOutside == 0) wr += 0.25; // 外面没炸弹 → 我方炸弹无敌
|
||||
else if (am <= 3) wr += 0.15; // 快赢了,果断炸
|
||||
else wr -= 0.05; // 先留着
|
||||
}
|
||||
else if (bombsOutside > 0 && am <= 3)
|
||||
{
|
||||
// 外面有炸弹但我快赢了 → 出牌保守,少加多牌分
|
||||
if (m) wr -= 0.05;
|
||||
}
|
||||
|
||||
scoredCandidates[i] = (p, wr, am, m);
|
||||
}
|
||||
|
||||
// 6. 两阶段选择:多牌优先
|
||||
scoredCandidates.Sort((a, b) => b.winRate.CompareTo(a.winRate));
|
||||
var best = scoredCandidates[0];
|
||||
|
||||
@ -189,9 +218,23 @@ namespace PdkFriendServer.Logic
|
||||
|
||||
var allCards = GenerateDeck();
|
||||
var unknown = allCards.Where(c => !myHand.Any(h => h.ID == c.ID)).ToList();
|
||||
Shuffle(unknown);
|
||||
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]));
|
||||
|
||||
// 使用 CardTracker 进行约束采样
|
||||
var sampled = _tracker.SampleOpponentHands(myHand, view, _rng);
|
||||
hands[nextPos - 1].AddRange(sampled[0]);
|
||||
hands[oppPos - 1].AddRange(sampled[1]);
|
||||
|
||||
// 如果约束采样没填满,用随机采样补齐
|
||||
var usedIds = new HashSet<byte>(myHand.Select(c => c.ID));
|
||||
foreach (var c in hands[nextPos - 1]) usedIds.Add(c.ID);
|
||||
foreach (var c in hands[oppPos - 1]) usedIds.Add(c.ID);
|
||||
|
||||
var remaining = unknown.Where(c => !usedIds.Contains(c.ID)).ToList();
|
||||
Shuffle(remaining);
|
||||
int n1Need = view.ShenYuCard[nextPos - 1] - hands[nextPos - 1].Count;
|
||||
int n2Need = view.ShenYuCard[oppPos - 1] - hands[oppPos - 1].Count;
|
||||
if (n1Need > 0) hands[nextPos - 1].AddRange(remaining.Take(n1Need));
|
||||
if (n2Need > 0) hands[oppPos - 1].AddRange(remaining.Skip(n1Need).Take(n2Need));
|
||||
|
||||
int current, maxPlayer;
|
||||
PlayOutCardPdkF maxPlay;
|
||||
|
||||
Reference in New Issue
Block a user