AI: 更改函数名以更表意
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@ -94,7 +94,7 @@ struct NineChessAi_ab::Node *NineChessAi_ab::addNode(Node *parent, int value, in
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mutex NineChessAi_ab::hashMapMutex;
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unordered_map<uint64_t, NineChessAi_ab::HashValue> NineChessAi_ab::hashmap;
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void NineChessAi_ab::buildChildren(Node *node)
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void NineChessAi_ab::generateLegalMoves(Node *node)
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{
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// 如果有子节点,则返回,避免重复建立
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if (node->children.size()) {
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@ -185,7 +185,7 @@ void NineChessAi_ab::buildChildren(Node *node)
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}
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}
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void NineChessAi_ab::sortChildren(Node *node)
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void NineChessAi_ab::sortLegalMoves(Node *node)
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{
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// 这个函数对效率的影响很大,排序好的话,剪枝较早,节省时间,但不能在此函数耗费太多时间
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@ -583,7 +583,7 @@ int NineChessAi_ab::alphaBetaPruning(int depth, int alpha, int beta, Node *node)
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#endif /* HASH_MAP_ENABLE */
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// 生成子节点树,即生成每个合理的着法
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buildChildren(node);
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generateLegalMoves(node);
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// 排序子节点树
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//sortChildren(node);
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@ -683,7 +683,7 @@ int NineChessAi_ab::alphaBetaPruning(int depth, int alpha, int beta, Node *node)
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#endif
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// 排序子节点树
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sortChildren(node);
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sortLegalMoves(node);
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// 返回
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return node->value;
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@ -86,11 +86,11 @@ public:
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void clearHashMap();
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protected:
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// 建立子节点
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void buildChildren(Node *node);
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// 生成所有合法的着法并建立子节点
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void generateLegalMoves(Node *node);
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// 子节点排序
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void sortChildren(Node *node);
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// 对合法的着法降序排序
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void sortLegalMoves(Node *node);
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// 清空节点树
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void deleteTree(Node *node);
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