基于HTML+JavaScript实现中国象棋

目录
  • 效果展示
  • 项目基本结构
  • HTML 代码
  • CSS 代码
  • JS 代码
    • 人工智能初始化
    • 迭代加深搜索算法
    • 取得棋盘上所有棋子
    • 取得棋谱所有己方棋子的算法
    • A:当前棋手value/B:对手value/depth:层级
    • 奖着法记录到历史表
    • 评估棋局 取得棋盘双方棋子价值差
  • 完整源码下载

效果展示

在线演示地址

项目基本结构

目录结构如下:

HTML 代码

HTML 主要代码:

<div>
<div>
<canvas>对不起,您的浏览器不支持HTML5,请升级浏览器至IE9、firefox或者谷歌浏览器!</canvas>
<audio src="https://www.zhangshengrong.com/p/wrad87gBaB/audio/click.wav" preload="auto"></audio>
<!--<audio src="https://www.zhangshengrong.com/p/wrad87gBaB/audio/check.wav" preload="auto"></audio>-->
<audio src="https://www.zhangshengrong.com/p/wrad87gBaB/audio/select.wav" preload="auto"></audio>
<link rel="stylesheet" type="text/css" href="https://www.bootcss.com/p/buttons/css/buttons.css" rel="external nofollow" >
<div>
<div>
<input type="button" name="offensivePlay" value="新手水平" />
<input type="button" name="offensivePlay" value="中级水平" />
<input type="button" name="button" value="大师水平" disabled /><br>
<!--
<input type="button" name="offensivePlay" value="先手开始" />
<input type="button" name="defensivePlay" value="后手开始" />
-->
<input type="button" name="regret" value="悔棋" />
<input type="button" name="billBn" value="重新开始" />
<input type="button" name="stypeBn" value="放大棋局" />
</div>
</div>
</div>
<div>
<select name="billList">
</select>
<ol>
</ol>
</div>
<div> </div>
</div>

CSS 代码

CSS主要代码:

@charset "gb2312";
body {
font-size: 12px;
line-height: 150%;
}
.box {
margin:0 auto;
width:460px;
position: relative;
}
.chess_left {
float:left;
text-align:center
}
.chess_right {
float:left;
display:none
}
.move_info {
float:left;
margin-top:20px
}
.bill_box {
height: 320px;
width: 80px;
overflow:auto;
}
.bill_box li {
cursor:pointer;
text-align:left
}
.bill_box li:hover {
cursor:pointer;
background: #C6A577;
}
.bill_box li:active {
cursor:pointer;
background: #fff;
}
#billList {
margin-top:20px
}
.bn_box {
display:none
}

JS 代码

JS代码较多这里只展示部分JS代码

人工智能初始化

AI.init = function(pace){
var bill = AI.historyBill || com.gambit; //开局库
if (bill.length){
var len=pace.length;
var arr=[];
//先搜索棋谱
for (var i=0;i< bill.length;i++){
if (bill[i].slice(0,len)==pace) {
arr.push(bill[i]);
}
}
if (arr.length){
var inx=Math.floor( Math.random() * arr.length );
AI.historyBill = arr ;
return arr[inx].slice(len,len+4).split("");
}else{
AI.historyBill = [] ;
}
}
//如果棋谱里面没有,人工智能开始运作
var initTime = new Date().getTime();
AI.treeDepth=play.depth;
//AI.treeDepth=4;
AI.number=0;
AI.setHistoryTable.lenght = 0
var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)
if (!val||val.value==-8888) {
AI.treeDepth=2;
val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
}
//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);
if (val&&val.value!=-8888) {
var man = play.mans[val.key];
var nowTime= new Date().getTime();
com.get("moveInfo").innerHTML='<h3>AI搜索结果:</h3>最佳着法:'+
com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+
'<br />搜索深度:'+AI.treeDepth+'<br />搜索分支:'+
AI.number+'个 <br />最佳着法评估:'+
val.value+'分'+
' <br />搜索用时:'+
(nowTime-initTime)+'毫秒'
return [man.x,man.y,val.x,val.y]
}else {
return false;
}
}

迭代加深搜索算法

AI.iterativeSearch = function (map, my){
var timeOut=100;
var initDepth = 1;
var maxDepth = 8;
AI.treeDepth=0;
var initTime = new Date().getTime();
var val = {};
for (var i=initDepth; i<=maxDepth; i++){
var nowTime= new Date().getTime();
AI.treeDepth=i;
AI.aotuDepth=i;
var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)
if (nowTime-initTime > timeOut){
return val;
}
}
return false;
}

取得棋盘上所有棋子

AI.getMapAllMan = function (map, my){
var mans=[];
for (var i=0; i<map.length; i++){
for (var n=0; n<map[i].length; n++){
var key = map[i][n];
if (key && play.mans[key].my == my){
play.mans[key].x = n;
play.mans[key].y = i;
mans.push(play.mans[key])
}
}
}
return mans;
}

取得棋谱所有己方棋子的算法

AI.getMoves = function (map, my){
var manArr = AI.getMapAllMan (map, my);
var moves = [];
var foul=play.isFoul;
for (var i=0; i<manArr.length; i++){
var man = manArr[i];
var val=man.bl(map);
for (var n=0; n<val.length; n++){
var x=man.x;
var y=man.y;
var newX=val[n][0];
var newY=val[n][1];
//如果不是长将着法
if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){
moves.push([x,y,newX,newY,man.key])
}
}
}
return moves;
}

A:当前棋手value/B:对手value/depth:层级

AI.getAlphaBeta = function (A, B, depth, map ,my) {
//var txtMap= map.join();
//var history=AI.historyTable[txtMap];
//	if (history && history.depth >= AI.treeDepth-depth+1){
//		return 	history.value*my;
//}
if (depth == 0) {
return {"value":AI.evaluate(map , my)}; //局面评价函数;
 	}
 	var moves = AI.getMoves(map , my ); //生成全部走法;
 	//这里排序以后会增加效率
for (var i=0; i < moves.length; i++) {
  	//走这个走法;
var move= moves[i];
var key = move[4];
var oldX= move[0];
var oldY= move[1];
var newX= move[2];
var newY= move[3];
var clearKey = map[ newY ][ newX ]||"";
map[ newY ][ newX ] = key;
delete map[ oldY ][ oldX ];
play.mans[key].x = newX;
play.mans[key].y = newY;
  if (clearKey=="j0"||clearKey=="J0") {//被吃老将,撤消这个走法;
play.mans[key]	.x = oldX;
play.mans[key]	.y = oldY;
map[ oldY ][ oldX ] = key;
delete map[ newY ][ newX ];
if (clearKey){
map[ newY ][ newX ] = clearKey;
// play.mans[ clearKey ].isShow = false;
}
return {"key":key,"x":newX,"y":newY,"value":8888};
//return rootKey;
  }else {
  	var val = -AI.getAlphaBeta(-B, -A, depth - 1, map , -my).value;
//val = val || val.value;
  	//撤消这个走法; 
play.mans[key]	.x = oldX;
play.mans[key]	.y = oldY;
map[ oldY ][ oldX ] = key;
delete map[ newY ][ newX ];
if (clearKey){
map[ newY ][ newX ] = clearKey;
//play.mans[ clearKey ].isShow = true;
}
  	if (val >= B) {
//将这个走法记录到历史表中;
//AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my);
return {"key":key,"x":newX,"y":newY,"value":B};
}
if (val > A) {
    	A = val; //设置最佳走法;
if (AI.treeDepth == depth) var rootKey={"key":key,"x":newX,"y":newY,"value":A};
}
}
 	}
//将这个走法记录到历史表中;
//AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my);
if (AI.treeDepth == depth) {//已经递归回根了
if (!rootKey){
//AI没有最佳走法,说明AI被将死了,返回false
return false;
}else{
//这个就是最佳走法;
return rootKey;
}
}
 return {"key":key,"x":newX,"y":newY,"value":A};
}

奖着法记录到历史表

AI.setHistoryTable = function (txtMap,depth,value,my){
AI.setHistoryTable.lenght ++;
AI.historyTable[txtMap] = {depth:depth,value:value}
}

评估棋局 取得棋盘双方棋子价值差

AI.evaluate = function (map,my){
var val=0;
for (var i=0; i<map.length; i++){
for (var n=0; n<map[i].length; n++){
var key = map[i][n];
if (key){
val += play.mans[key].value[i][n] * play.mans[key].my;
}
}
}
//val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
//com.show()
//z(val*my)
AI.number++;
return val*my;
}
AI.evaluate1 = function (map,my){
var val=0;
for (var i in play.mans){
var man=play.mans[i];
if (man.isShow){
val += man.value[man.y][man.x] * man.my;
}
}
//val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
//com.show()
//z(val*my)
AI.number++;
return val*my;
}

完整源码下载

GitHub 地址:https://github.com/wanghao221/moyu/tree/main/游戏-57.中国象棋

到此这篇关于基于HTML+JavaScript实现中国象棋的文章就介绍到这了,更多相关JavaScript中国象棋内容请搜索我们以前的文章或继续浏览下面的相关文章希望大家以后多多支持我们!

以上是基于HTML+JavaScript实现中国象棋的全部内容。
THE END
分享
二维码
< <上一篇
下一篇>>