depth: 将加深的深度值用 HARD_LEVEL_DEPTH 宏控制并禁用
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@ -40,6 +40,8 @@
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#define EMIT_COMMAND_DELAY (0)
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#endif
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//#define HARD_LEVEL_DEPTH
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//#define TIME_STAT
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//#define MIN_MAX_ONLY
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@ -66,7 +68,7 @@
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//#define IDS_ADD_VALUE
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//#define CLEAR_PRUNED_FLAG_BEFORE_SEARCH
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//define DEEPER_IF_ONLY_ONE_LEGAL_MOVE
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//#define DEEPER_IF_ONLY_ONE_LEGAL_MOVE
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#define TRANSPOSITION_TABLE_ENABLE
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@ -98,10 +100,6 @@
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//#define DONOT_PLAY_SOUND
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#ifndef DEBUG_MODE
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#define GAME_PLACING_DYNAMIC_DEPTH
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#endif
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#ifdef DEBUG_MODE
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#define PLAYER_DRAW_SEAT_NUMBER
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#endif
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@ -73,6 +73,7 @@ depth_t AIAlgorithm::changeDepth(depth_t origDepth)
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depth_t reduce = 0;
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#endif
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#ifdef HARD_LEVEL_DEPTH
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const depth_t placingDepthTable[] = {
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6, 16, 17, 18, /* 0 ~ 3 */
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19, 18, 18, 17, /* 4 ~ 7 */
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@ -87,6 +88,22 @@ depth_t AIAlgorithm::changeDepth(depth_t origDepth)
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12, 12, 12, 12, /* 16 ~ 19 */
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12, 13, 14, 15, /* 20 ~ 23 */
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};
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#else
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const depth_t placingDepthTable[] = {
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6, 14, 15, 16, /* 0 ~ 3 */
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17, 16, 16, 14, /* 4 ~ 7 */
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12, 12, 9, 7, 1 /* 8 ~ 12 */
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};
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const depth_t movingDepthTable[] = {
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1, 1, 1, 1, /* 0 ~ 3 */
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1, 1, 11, 11, /* 4 ~ 7 */
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11, 11, 11, 11, /* 8 ~ 11 */
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11, 11, 11, 11, /* 12 ~ 15 */
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11, 11, 11, 11, /* 16 ~ 19 */
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12, 12, 13, 14, /* 20 ~ 23 */
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};
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#endif // HARD_LEVEL_DEPTH
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#ifdef ENDGAME_LEARNING
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const depth_t movingDiffDepthTable[] = {
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@ -730,8 +747,9 @@ value_t AIAlgorithm::search(depth_t depth, value_t alpha, value_t beta, Node *no
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#endif // DEAL_WITH_HORIZON_EFFECT
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#ifdef DEEPER_IF_ONLY_ONE_LEGAL_MOVE
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if (node->children.size() == 1)
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if (node->childrenSize == 1) {
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epsilon++;
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}
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#endif /* DEEPER_IF_ONLY_ONE_LEGAL_MOVE */
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// 递归 Alpha-Beta 剪枝
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