基于alpha-beta剪枝的minimax节点值求方向

2024-09-19 07:13:21 发布

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对于给定的棋盘游戏,我使用alpha-beta修剪编写了以下minimax search algorithm

class AlphaBeta(SearchAlgos):
    iter_time = timelib()
    if self.goal(state):
        return self.utility(state), state.move
    if depth == 0:
        return self.heuristicFunc(state), state.move
    children = self.succ(state)
    agent_to_move = self.turn(state)
    if agent_to_move == maximizing_player:
        cur_max = -np.inf
        direction = None
        for child in children:
            if timelib() - iter_time > sent_time:
                raise TimeoutError()
            val = self.search(child, depth - 1, maximizing_player, sent_time - (timelib() - iter_time,alpha,beta ))
            if val[0] > cur_max :
                cur_max = val[0]
                direction = child.move
            alpha = max(cur_max,alpha)
            if cur_max >= beta:
                return (np.inf, direction)
        to_ret =  (cur_max, direction)
    else:
        cur_min = np.inf
        direction = None
        for child in children:
            if timelib() - iter_time > sent_time:
                raise TimeoutError()
            val = self.search(child, depth - 1, maximizing_player, sent_time - (timelib() - iter_time,alpha ,beta ))
            if val[0] < cur_min:
                cur_min = val[0]
                direction = child.move
            beta = min(cur_min, beta)
            if cur_min <= alpha:
                return (-np.inf, direction)
        to_ret = (cur_min, direction)
    return to_ret

该算法同时返回极小极大值和最佳方向。我现在试图弄清楚以下几点:

成功运行后,返回的方向被删除(意外),我现在只有返回的值。 这就给我留下了一个问题:如果我已经有了返回值,在再次运行以找到方向之前,我可以对算法进行哪些更改以改进它

我考虑在alpha-beta参数中发送返回值,这样只会到达相关的最终移动,但是这似乎不起作用