int value =alpha_beta_pruning(position->left,alpha,beta,false); max1 = std::max(value,max1); alpha = std::max(alpha,max1);if(beta <= alpha){delete_subtree(position->right);//剪枝只发生在右边position->right = NULL;returnmax1; } value =alpha_beta_pruning(position->right,alpha,beta...
当alpha<=beta时剪枝 代码实现 int alpha_beta_pruning(Node* position, int alpha, int beta, bool who){ if(position->left == NULL){ return position->value; } if(who){// max int max1 = INT_MIN; int value = alpha_beta_pruning(position->left,alpha,beta,false); max1 = std::max(val...
This project provides game logic for AI and human players using the Minimax algorithm with alpha-beta pruning. It includes functions for managing game states, simulating AI vs AI, AI vs Human, and AI vs Monte Carlo gameplay, and visualizing the board. -
Alpha-beta 剪枝算法可以认为是 minimax 算法的一种改进,在实际的问题中,需要搜索的状态数量将会非常庞大,利用 alpha-beta 剪枝算法可以去除一些不必要的搜索。 关于alpha-beta 算法的具体解释可以看这篇文章Minimax with Alpha Beta Pruning。我们在前文中考虑的那张图就来自这篇文章,之后我们会用 alpha-beta 剪枝算...
Alpha-beta 剪枝算法可以认为是 minimax 算法的一种改进,在实际的问题中,需要搜索的状态数量将会非常庞大,利用 alpha-beta 剪枝算法可以去除一些不必要的搜索。 关于alpha-beta 算法的具体解释可以看这篇文章Minimax with Alpha Beta Pruning。我们在前文中考虑的那张图就来自这篇文章,之后我们会用 alpha-beta 剪枝算...
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Alpha-beta pruning 0.16s 0.2s Conclusion Alpha-beta pruning makes a major difference in evaluating large and complex game trees. Even though tic-tac-toe is a simple game itself, we can still notice how without alpha-beta heuristics the algorithm takes significantly more time to recommend the mo...
impossible to complete the full search and hence after reaching a depth d' (d << d) , we use a heuristic function to return a value based on the status of the game given at that node.Alpha-beta pruning is an algorithm to reduce the searching during minimax by pruning certain branches....
Minimax-with-Alpha-Beta-Pruning-Chess-AI古典**r≡ 上传9.37 MB 文件格式 zip chess-ai javascript-game α-β 剪枝优化 Minimax 算法国际象棋 AI 点赞(0) 踩踩(0) 反馈 所需:1 积分 电信网络下载 python爱心代码.py 2025-03-29 10:43:26 积分:1 wqjqr 2025-03-29 10:38:03 积分:1 ...
Firstproposed by John McCarthy at a conference in 1956 (although only named as suchlater on), alpha-beta pruning is a method for cutting off whole branches of thegame tree so that they don’thave to be evaluated with minimax. In essence, the algorithm maintains twoextra values during the...