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:
2026-07-12 22:36:22 +08:00
parent 2f3b62e835
commit e67b06caa3
2 changed files with 467 additions and 27 deletions

View File

@ -18,32 +18,34 @@ namespace PdkFriendServer.Logic
{
private readonly int _simulations;
private readonly Random _rng;
private const double BaoThreshold = 0.70; // 100局校准: 60%→30%, 提至70%
private const double MultiBonusPerCard = 0.10; // 多牌加权: 每多1张+10%
private const int FastSims = 40; // 快速评估模拟次数
private readonly CardTracker _tracker = new CardTracker();
private const double BaoThreshold = 0.70;
private const double MultiBonusPerCard = 0.10;
private const int FastSims = 40;
public IsmctsBot(int simulations = 800)
{
_simulations = simulations;
_rng = new Random();
}
public IsmctsBot(int simulations = 800)
{
_simulations = simulations;
_rng = new Random();
}
// ---- 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;