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Hex chess evaluation method based on multi-level priority queue

A technology of priority queue and hex chess, applied in sports accessories, instruments, indoor games, etc., can solve problems such as unsatisfactory game results, and achieve the effect of improving game ability and low time complexity

Pending Publication Date: 2020-09-08
NANJING UNIV OF POSTS & TELECOMM
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

An inaccurate evaluation function will discard some reasonable decision branches, resulting in unsatisfactory game results

Method used

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  • Hex chess evaluation method based on multi-level priority queue
  • Hex chess evaluation method based on multi-level priority queue
  • Hex chess evaluation method based on multi-level priority queue

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Embodiment Construction

[0034] The present invention will be further described below in conjunction with the accompanying drawings.

[0035] like figure 1 A hexadecimal evaluation method based on a multi-level priority queue is shown. First, according to the situation, it is judged whether the current mover should "attack" or "defend". "Attack" in Hex indicates that the purpose of the next move is to connect with one's own side, while the purpose of "defense" is to prevent the opponent from connecting; then select the corresponding priority category and priority queue order according to attack or defense Function; then traverse the chess game, determine the priority category of all the pieces of the current player, and put them into the corresponding priority queue; finally, take out the teams from each priority queue in order of priority from high to low The first element until the extracted element meets the requirements of the filter function, and the element information is used as the result of...

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PUM

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Abstract

The invention discloses a Hex chess evaluation method based on a multi-level priority queue. The Hex chess evaluation method comprises the steps: obtaining position information of all chess pieces ina current situation; dividing the current chess playing parties into an attacking party and a defending party; when the current chess playing party is an attacking party, selecting five priority categories of the attacking party, and setting an attacking party sorting rule of the priority queue; when the current chess playing party is a defending party, selecting five priority categories of the defending party, determining the priority of each chess piece according to the specified corresponding priority category, storing the priorities of the chess pieces in the priority queues of the corresponding priorities, and setting defending party sorting rules of the priority queues; and finally, sequentially taking out a queue head element from each priority queue according to the priority from high to low until the taken-out elements meet the requirements of a screening function, and taking the element information as an evaluation result. According to the method, the evaluation function of the Hex chess is designed, the evaluation speed is increased, and a new thought is provided for the design of the evaluation function of the Hex chess.

Description

technical field [0001] The invention relates to the technical field of software evaluation methods, and mainly relates to a hex chess evaluation method based on a multi-level priority queue. Background technique [0002] Hex chess, also known as six-connected chess and six-connected chess, is a two-player link game played on a diamond-shaped chessboard composed of regular hexagonal lattices. The game rules of the Hex chess game are: the two players take turns to place the pieces, and the pieces can be placed in any free grid on the board. If the pieces of the same color are adjacent to each other, they are considered to be connected to each other. If any side connects its two borders with pieces of its own color, that side wins and the game ends. [0003] With the rapid development of computer technology, artificial intelligence has made great progress in the game of two-player game. But for a computer, it is not accurate to judge whether a move is good or bad directly thr...

Claims

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Application Information

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IPC IPC(8): A63F13/67G06N20/00
CPCA63F13/67G06N20/00A63F2300/6027Y02D10/00
Inventor 王喻星岳文静陈志付念秦曹宇
Owner NANJING UNIV OF POSTS & TELECOMM
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