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使用 Copilot AI + Blazor 编一个五子棋游戏

1. 创建 Blazor web工程,选Auto

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2. 打开 GitHub Copilot 窗口,输入提示词

使用 Blazor 编一个五子棋游戏

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3.复制代码测试

为了方便调试, 我们先把运行模式由 InteractiveAuto 改为 InteractiveServer

打开 App.razor 编辑 两行 @rendermode="InteractiveAuto" 改为 @rendermode="InteractiveServer"

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4.不出意外, 代码出现了意外

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无脑使用AI修复一下

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结果发现不是这个问题. 是逻辑代码 @onclick="() => PlacePiece(x, y)" 问题. 原因是PlacePiece闭包捕获的 x、y 是当前循环的值

既然人工发现了问题, 我们继续提醒一下AI, 尝试修复

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最后还是没修复成功, 手动处理一下

@page "/"<PageTitle>五子棋</PageTitle><h1>五子棋游戏</h1><div style="margin-bottom:10px;">当前玩家: <b>@(currentPlayer == 1 ? "黑子" : "白子")</b>@if (winner != 0){<span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : "白子")</span><button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>}
</div><table style="border-collapse:collapse;">@for (int y = 0; y < BoardSize; y++){<tr>@for (int x = 0; x < BoardSize; x++){int _x = x;int _y = y;<td style="width:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:@GetCellBg(x, y);"@onclick="@(() => PlacePiece(_x, _y))">@if (board[x, y] == 1){<span style="font-size:24px;color:black;">●</span>}else if (board[x, y] == 2){<span style="font-size:24px;color:#eee;text-shadow:0 0 2px #888;">●</span>}</td>}</tr>}
</table>@code {const int BoardSize = 15;int[,] board = new int[BoardSize, BoardSize];int currentPlayer = 1; // 1: 黑子, 2: 白子int winner = 0;void PlacePiece(int x, int y){// 修复:增加边界检查,防止越界if (x < 0 || x >= BoardSize || y < 0 || y >= BoardSize)return;if (winner != 0 || board[x, y] != 0)return;board[x, y] = currentPlayer;if (CheckWin(x, y, currentPlayer)){winner = currentPlayer;}else{currentPlayer = 3 - currentPlayer; // 切换玩家}}bool CheckWin(int x, int y, int player){int[][] directions = new int[][]{new int[]{1,0}, // 横new int[]{0,1}, // 竖new int[]{1,1}, // 斜new int[]{1,-1} // 反斜};foreach (var dir in directions){int count = 1;count += CountDirection(x, y, dir[0], dir[1], player);count += CountDirection(x, y, -dir[0], -dir[1], player);if (count >= 5)return true;}return false;}int CountDirection(int x, int y, int dx, int dy, int player){int count = 0;for (int step = 1; step < 5; step++){int nx = x + dx * step;int ny = y + dy * step;if (nx < 0 || nx >= BoardSize || ny < 0 || ny >= BoardSize)break;if (board[nx, ny] == player)count++;elsebreak;}return count;}void Restart(){board = new int[BoardSize, BoardSize];currentPlayer = 1;winner = 0;}string GetCellBg(int x, int y){return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";}
}

说明:

  1. 添加 int _x = x; int _y = y; 确保闭包捕获的 _x_y 是当前循环的值,避免 Blazor 渲染时闭包变量引用错误。
  2. PlacePiece 方法开头增加边界检查,防止非法坐标导致数组越界异常。

这样可以彻底修复 PlacePiece 拿到的变量不正确和越界的问题。

5. 运行效果

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6. 加入显示当前玩家的得分功能

你可以为每个玩家增加一个分数变量,每次有玩家获胜时将其分数加一,并在界面上显示。下面是具体实现方法:

  1. @code 区域添加分数字段:
int blackScore = 0;
int whiteScore = 0;
  1. 在玩家获胜时更新分数:
void PlacePiece(int x, int y)
{if (x < 0 || x >= BoardSize || y < 0 || y >= BoardSize)return;if (winner != 0 || board[x, y] != 0)return;board[x, y] = currentPlayer;if (CheckWin(x, y, currentPlayer)){winner = currentPlayer;if (winner == 1)blackScore++;else if (winner == 2)whiteScore++;}else{currentPlayer = 3 - currentPlayer; // 切换玩家}
}
  1. 在页面上显示分数(比如在标题下方):
<div style="margin-bottom:10px;">当前玩家: <b>@(currentPlayer == 1 ? "黑子" : "白子")</b><span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span><span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span>@if (winner != 0){<span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : "白子")</span><button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>}
</div>

这样每次有玩家获胜时,分数都会自动更新并显示在页面上。

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7. 加入重置得分功能

你可以在 Restart 方法中增加对分数的重置,或者单独添加一个“重置得分”按钮和方法。推荐做法如下:

  1. 添加重置得分方法:
void ResetScore()
{blackScore = 0;whiteScore = 0;
}
  1. 在页面上添加按钮:
<button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>

建议将此按钮放在分数显示附近,例如:

<div style="margin-bottom:10px;">当前玩家: <b>@(currentPlayer == 1 ? "黑子" : "白子")</b><span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span><span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span><button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>@if (winner != 0){<span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : "白子")</span><button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>}
</div>

这样点击“重置得分”按钮即可将分数清零。

8. 在这个五子棋游戏中添加 AI 对手功能

在你的 Blazor 五子棋游戏中添加 AI 对手功能,常见做法是让一方(如白子)由 AI 自动落子。实现思路如下:

  1. 判断当前玩家是否为 AI:如 currentPlayer == 2 时,自动调用 AI 落子逻辑。
  2. 实现 AI 落子算法:可以先用简单的随机落子,后续可扩展为更智能的算法。
  3. 在玩家落子后自动触发 AI 落子:用 StateHasChanged() 刷新界面,必要时用 await Task.Delay() 增加落子延迟。

下面是具体实现方法(以白子为 AI):

@page "/"<PageTitle>五子棋</PageTitle><h1>五子棋游戏</h1><div style="margin-bottom:10px;">当前玩家: <b>@(currentPlayer == 1 ? "黑子" : "白子(电脑)")</b><span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span><span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span><button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>@if (winner != 0){<span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : "白子(电脑)")</span><button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>}
</div><table style="border-collapse:collapse;">@for (int y = 0; y < BoardSize; y++){<tr>@for (int x = 0; x < BoardSize; x++){int _x = x;int _y = y;<td style="width:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:@GetCellBg(x, y);"@onclick="@(() => PlacePiece(_x, _y))">@if (board[x, y] == 1){<span style="font-size:24px;color:black;">●</span>}else if (board[x, y] == 2){<span style="font-size:24px;color:#eee;text-shadow:0 0 2px #888;">●</span>}</td>}</tr>}
</table>@code {const int BoardSize = 15;int[,] board = new int[BoardSize, BoardSize];int currentPlayer = 1; // 1: 黑子, 2: 白子(电脑)int winner = 0;int blackScore = 0;int whiteScore = 0;Random rand = new();void PlacePiece(int x, int y){if (winner != 0 || board[x, y] != 0 || currentPlayer == 2)return;board[x, y] = currentPlayer;if (CheckWin(x, y, currentPlayer)){winner = currentPlayer;if (winner == 1)blackScore++;else if (winner == 2)whiteScore++;}else{currentPlayer = 2;StateHasChanged();_ = AITurnAsync();}}async Task AITurnAsync(){await Task.Delay(500); // AI 落子延迟if (winner != 0) return;// 简单随机落子var empty = new List<(int x, int y)>();for (int i = 0; i < BoardSize; i++)for (int j = 0; j < BoardSize; j++)if (board[i, j] == 0)empty.Add((i, j));if (empty.Count == 0) return;var (aiX, aiY) = empty[rand.Next(empty.Count)];board[aiX, aiY] = 2;if (CheckWin(aiX, aiY, 2)){winner = 2;whiteScore++;}else{currentPlayer = 1;}StateHasChanged();}// 其余代码不变...bool CheckWin(int x, int y, int player){int[][] directions = new int[][]{new int[]{1,0}, new int[]{0,1}, new int[]{1,1}, new int[]{1,-1}};foreach (var dir in directions){int count = 1;count += CountDirection(x, y, dir[0], dir[1], player);count += CountDirection(x, y, -dir[0], -dir[1], player);if (count >= 5)return true;}return false;}int CountDirection(int x, int y, int dx, int dy, int player){int count = 0;for (int step = 1; step < 5; step++){int nx = x + dx * step;int ny = y + dy * step;if (nx < 0 || nx >= BoardSize || ny < 0 || ny >= BoardSize)break;if (board[nx, ny] == player)count++;elsebreak;}return count;}void Restart(){board = new int[BoardSize, BoardSize];currentPlayer = 1;winner = 0;}void ResetScore(){blackScore = 0;whiteScore = 0;}string GetCellBg(int x, int y){return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";}
}

要点说明:

  • 玩家(黑子)落子后自动触发 AI(白子)落子。
  • AI 采用随机空位落子,简单易懂,后续可扩展为更智能算法。
  • 若要让 AI 先手,只需将 currentPlayer = 2 并在 OnInitializedRestart 时调用 AITurnAsync()

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用是能用了, 就是这个AI太傻了,继续优化一下

要优化五子棋 AI 的落子策略,可以采用“优先级评分法”来提升难度。基本思路如下:

  1. 优先考虑能直接获胜的位置(如 AI 连成五子)。
  2. 阻止玩家获胜(如玩家有四连,AI 必须堵住)。
  3. 优先进攻(如自己有三连、二连)。
  4. 其次防守(如玩家有三连、二连)。
  5. 否则随机或选择评分最高的位置

下面是一个简单的评分法实现,AI 会优先选择能赢、能防守、能进攻的位置:

async Task AITurnAsync()
{await Task.Delay(500);if (winner != 0) return;var (aiX, aiY) = FindBestMove();board[aiX, aiY] = 2;if (CheckWin(aiX, aiY, 2)){winner = 2;whiteScore++;}else{currentPlayer = 1;}StateHasChanged();
}// 简单评分法:优先赢棋、阻挡对方、进攻
(int, int) FindBestMove()
{int maxScore = int.MinValue;var bestMoves = new List<(int x, int y)>();for (int x = 0; x < BoardSize; x++){for (int y = 0; y < BoardSize; y++){if (board[x, y] != 0) continue;int score = EvaluatePoint(x, y, 2); // AI进攻score = Math.Max(score, EvaluatePoint(x, y, 1)); // 防守if (score > maxScore){maxScore = score;bestMoves.Clear();bestMoves.Add((x, y));}else if (score == maxScore){bestMoves.Add((x, y));}}}// 多个最佳点时随机选一个return bestMoves[rand.Next(bestMoves.Count)];
}// 评分函数:可根据实际需要调整权重
int EvaluatePoint(int x, int y, int player)
{int score = 0;int opponent = player == 1 ? 2 : 1;// 检查4连、3连、2连等foreach (var dir in new[] { (1, 0), (0, 1), (1, 1), (1, -1) }){int count = 1 + CountDirection(x, y, dir.Item1, dir.Item2, player)+ CountDirection(x, y, -dir.Item1, -dir.Item2, player);if (count >= 5) score += 10000; // 直接获胜else if (count == 4) score += 1000;else if (count == 3) score += 100;else if (count == 2) score += 10;// 防守分数int oppCount = 1 + CountDirection(x, y, dir.Item1, dir.Item2, opponent)+ CountDirection(x, y, -dir.Item1, -dir.Item2, opponent);if (oppCount >= 5) score += 9000; // 必须防守else if (oppCount == 4) score += 900;else if (oppCount == 3) score += 90;else if (oppCount == 2) score += 9;}return score;
}

集成方法:

  1. 替换你的 AITurnAsync 方法为上述实现。
  2. @code 区域添加 FindBestMoveEvaluatePoint 方法。
  3. 可根据实际效果调整评分权重。

效果说明:

  • AI 会优先选择能赢的位置,其次堵住玩家的四连,再考虑进攻和防守三连、二连。
  • 这种评分法简单高效,能显著提升 AI 难度。
  • 若需更高难度,可进一步实现“活三”、“活四”识别、双向评分、甚至 Minimax 算法。

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9. 添加难度切换按钮

添加三个难度选择按钮以及切换人机按钮

下面是实现“三个难度选择按钮(简单、中等、困难)”和“人机/人人切换按钮”的完整方法。
难度通过调整 AI 的评分权重实现,人机切换通过 isHumanVsAI 控制。请直接替换你的 Home.razor 文件内容:

@page "/"<PageTitle>五子棋</PageTitle><h1>五子棋游戏</h1><div style="margin-bottom:10px;"><b>难度:</b><button class="btn btn-sm @(aiLevel==0?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(0)">简单</button><button class="btn btn-sm @(aiLevel==1?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(1)">中等</button><button class="btn btn-sm @(aiLevel==2?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(2)">困难</button><span style="margin-left:20px;"><b>模式:</b><button class="btn btn-sm @(isHumanVsAI?"btn-success":"btn-outline-success")" @onclick="ToggleMode">@(isHumanVsAI ? "人机对战" : "人人对战")</button></span>
</div><div style="margin-bottom:10px;">当前玩家: <b>@(currentPlayer == 1 ? "黑子" : (isHumanVsAI ? "白子(电脑)" : "白子"))</b><span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span><span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span><button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>@if (winner != 0){<span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : (isHumanVsAI ? "白子(电脑)" : "白子"))</span><button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>}
</div><table style="border-collapse:collapse;">@for (int y = 0; y < BoardSize; y++){<tr>@for (int x = 0; x < BoardSize; x++){int _x = x;int _y = y;<td style="width:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:@GetCellBg(x, y);"@onclick="@(() => PlacePiece(_x, _y))">@if (board[x, y] == 1){<span style="font-size:24px;color:black;">●</span>}else if (board[x, y] == 2){<span style="font-size:24px;color:#eee;text-shadow:0 0 2px #888;">●</span>}</td>}</tr>}
</table>@code {const int BoardSize = 15;int[,] board = new int[BoardSize, BoardSize];int currentPlayer = 1; // 1: 黑子, 2: 白子(电脑/玩家)int winner = 0;int blackScore = 0;int whiteScore = 0;Random rand = new();bool isHumanVsAI = true;int aiLevel = 1; // 0:简单 1:中等 2:困难void PlacePiece(int x, int y){if (winner != 0 || board[x, y] != 0)return;// 人机模式下,只有当前为玩家时可落子if (isHumanVsAI && currentPlayer == 2)return;board[x, y] = currentPlayer;if (CheckWin(x, y, currentPlayer)){winner = currentPlayer;if (winner == 1)blackScore++;else if (winner == 2)whiteScore++;}else{currentPlayer = 3 - currentPlayer;if (isHumanVsAI && currentPlayer == 2 && winner == 0){StateHasChanged();_ = AITurnAsync();}}}async Task AITurnAsync(){await Task.Delay(500);if (winner != 0) return;var (aiX, aiY) = FindBestMove();board[aiX, aiY] = 2;if (CheckWin(aiX, aiY, 2)){winner = 2;whiteScore++;}else{currentPlayer = 1;}StateHasChanged();}(int, int) FindBestMove(){if (aiLevel == 0){// 简单:随机落子var empty = new List<(int x, int y)>();for (int i = 0; i < BoardSize; i++)for (int j = 0; j < BoardSize; j++)if (board[i, j] == 0)empty.Add((i, j));return empty[rand.Next(empty.Count)];}else{// 中等/困难:评分法int maxScore = int.MinValue;var bestMoves = new List<(int x, int y)>();for (int x = 0; x < BoardSize; x++){for (int y = 0; y < BoardSize; y++){if (board[x, y] != 0) continue;int score = EvaluatePoint(x, y, 2);score = Math.Max(score, EvaluatePoint(x, y, 1));if (score > maxScore){maxScore = score;bestMoves.Clear();bestMoves.Add((x, y));}else if (score == maxScore){bestMoves.Add((x, y));}}}return bestMoves[rand.Next(bestMoves.Count)];}}int EvaluatePoint(int x, int y, int player){int score = 0;int opponent = player == 1 ? 2 : 1;// 不同难度权重int[] winWeight = { 100, 10000, 10000 };int[] fourWeight = { 10, 1000, 3000 };int[] threeWeight = { 5, 100, 500 };int[] twoWeight = { 2, 10, 50 };int[] blockWinWeight = { 90, 9000, 9000 };int[] blockFourWeight = { 9, 900, 2500 };int[] blockThreeWeight = { 4, 90, 400 };int[] blockTwoWeight = { 1, 9, 40 };foreach (var dir in new[] { (1, 0), (0, 1), (1, 1), (1, -1) }){int count = 1 + CountDirection(x, y, dir.Item1, dir.Item2, player)+ CountDirection(x, y, -dir.Item1, -dir.Item2, player);if (count >= 5) score += winWeight[aiLevel];else if (count == 4) score += fourWeight[aiLevel];else if (count == 3) score += threeWeight[aiLevel];else if (count == 2) score += twoWeight[aiLevel];int oppCount = 1 + CountDirection(x, y, dir.Item1, dir.Item2, opponent)+ CountDirection(x, y, -dir.Item1, -dir.Item2, opponent);if (oppCount >= 5) score += blockWinWeight[aiLevel];else if (oppCount == 4) score += blockFourWeight[aiLevel];else if (oppCount == 3) score += blockThreeWeight[aiLevel];else if (oppCount == 2) score += blockTwoWeight[aiLevel];}return score;}bool CheckWin(int x, int y, int player){int[][] directions = new int[][]{new int[]{1,0}, new int[]{0,1}, new int[]{1,1}, new int[]{1,-1}};foreach (var dir in directions){int count = 1;count += CountDirection(x, y, dir[0], dir[1], player);count += CountDirection(x, y, -dir[0], -dir[1], player);if (count >= 5)return true;}return false;}int CountDirection(int x, int y, int dx, int dy, int player){int count = 0;for (int step = 1; step < 5; step++){int nx = x + dx * step;int ny = y + dy * step;if (nx < 0 || nx >= BoardSize || ny < 0 || ny >= BoardSize)break;if (board[nx, ny] == player)count++;elsebreak;}return count;}void Restart(){board = new int[BoardSize, BoardSize];currentPlayer = 1;winner = 0;if (isHumanVsAI && currentPlayer == 2){_ = AITurnAsync();}}void ResetScore(){blackScore = 0;whiteScore = 0;}void SetAILevel(int level){aiLevel = level;Restart();}void ToggleMode(){isHumanVsAI = !isHumanVsAI;Restart();}string GetCellBg(int x, int y){return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";}
}

说明:

  • “简单”AI为随机落子,“中等/困难”AI为评分法,困难权重更高更难。
  • “人机对战”时白子为AI,“人人对战”时双方均为玩家。
  • 切换难度或模式会自动重开棋局。
  • 你可以根据需要调整权重数组以微调难度。

10. 最后贴上完整代码

@page "/"<PageTitle>五子棋</PageTitle><h1>五子棋游戏</h1><div style="margin-bottom:10px;"><b>难度:</b><button class="btn btn-sm @(aiLevel==0?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(0)">简单</button><button class="btn btn-sm @(aiLevel==1?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(1)">中等</button><button class="btn btn-sm @(aiLevel==2?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(2)">困难</button><span style="margin-left:20px;"><b>模式:</b><button class="btn btn-sm @(isHumanVsAI?"btn-success":"btn-outline-success")" @onclick="ToggleMode">@(isHumanVsAI ? "人机对战" : "人人对战")</button></span>
</div><div style="margin-bottom:10px;">当前玩家: <b>@(currentPlayer == 1 ? "黑子" : (isHumanVsAI ? "白子(电脑)" : "白子"))</b><span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span><span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span><button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>@if (winner != 0){<span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : (isHumanVsAI ? "白子(电脑)" : "白子"))</span><button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>}
</div><table style="border-collapse:collapse;">@for (int y = 0; y < BoardSize; y++){<tr>@for (int x = 0; x < BoardSize; x++){int _x = x;int _y = y;<td style="width:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:@GetCellBg(x, y);"@onclick="@(() => PlacePiece(_x, _y))">@if (board[x, y] == 1){<span style="font-size:24px;color:black;">●</span>}else if (board[x, y] == 2){<span style="font-size:24px;color:#eee;text-shadow:0 0 2px #888;">●</span>}</td>}</tr>}
</table>@code {const int BoardSize = 15;int[,] board = new int[BoardSize, BoardSize];int currentPlayer = 1; // 1: 黑子, 2: 白子(电脑/玩家)int winner = 0;int blackScore = 0;int whiteScore = 0;Random rand = new();bool isHumanVsAI = true;int aiLevel = 1; // 0:简单 1:中等 2:困难void PlacePiece(int x, int y){if (winner != 0 || board[x, y] != 0)return;// 人机模式下,只有当前为玩家时可落子if (isHumanVsAI && currentPlayer == 2)return;board[x, y] = currentPlayer;if (CheckWin(x, y, currentPlayer)){winner = currentPlayer;if (winner == 1)blackScore++;else if (winner == 2)whiteScore++;}else{currentPlayer = 3 - currentPlayer;if (isHumanVsAI && currentPlayer == 2 && winner == 0){StateHasChanged();_ = AITurnAsync();}}}async Task AITurnAsync(){await Task.Delay(500);if (winner != 0) return;var (aiX, aiY) = FindBestMove();board[aiX, aiY] = 2;if (CheckWin(aiX, aiY, 2)){winner = 2;whiteScore++;}else{currentPlayer = 1;}StateHasChanged();}(int, int) FindBestMove(){if (aiLevel == 0){// 简单:随机落子var empty = new List<(int x, int y)>();for (int i = 0; i < BoardSize; i++)for (int j = 0; j < BoardSize; j++)if (board[i, j] == 0)empty.Add((i, j));return empty[rand.Next(empty.Count)];}else{// 中等/困难:评分法int maxScore = int.MinValue;var bestMoves = new List<(int x, int y)>();for (int x = 0; x < BoardSize; x++){for (int y = 0; y < BoardSize; y++){if (board[x, y] != 0) continue;int score = EvaluatePoint(x, y, 2);score = Math.Max(score, EvaluatePoint(x, y, 1));if (score > maxScore){maxScore = score;bestMoves.Clear();bestMoves.Add((x, y));}else if (score == maxScore){bestMoves.Add((x, y));}}}return bestMoves[rand.Next(bestMoves.Count)];}}int EvaluatePoint(int x, int y, int player){int score = 0;int opponent = player == 1 ? 2 : 1;// 不同难度权重int[] winWeight = { 100, 10000, 10000 };int[] fourWeight = { 10, 1000, 3000 };int[] threeWeight = { 5, 100, 500 };int[] twoWeight = { 2, 10, 50 };int[] blockWinWeight = { 90, 9000, 9000 };int[] blockFourWeight = { 9, 900, 2500 };int[] blockThreeWeight = { 4, 90, 400 };int[] blockTwoWeight = { 1, 9, 40 };foreach (var dir in new[] { (1, 0), (0, 1), (1, 1), (1, -1) }){int count = 1 + CountDirection(x, y, dir.Item1, dir.Item2, player)+ CountDirection(x, y, -dir.Item1, -dir.Item2, player);if (count >= 5) score += winWeight[aiLevel];else if (count == 4) score += fourWeight[aiLevel];else if (count == 3) score += threeWeight[aiLevel];else if (count == 2) score += twoWeight[aiLevel];int oppCount = 1 + CountDirection(x, y, dir.Item1, dir.Item2, opponent)+ CountDirection(x, y, -dir.Item1, -dir.Item2, opponent);if (oppCount >= 5) score += blockWinWeight[aiLevel];else if (oppCount == 4) score += blockFourWeight[aiLevel];else if (oppCount == 3) score += blockThreeWeight[aiLevel];else if (oppCount == 2) score += blockTwoWeight[aiLevel];}return score;}bool CheckWin(int x, int y, int player){int[][] directions = new int[][]{new int[]{1,0}, new int[]{0,1}, new int[]{1,1}, new int[]{1,-1}};foreach (var dir in directions){int count = 1;count += CountDirection(x, y, dir[0], dir[1], player);count += CountDirection(x, y, -dir[0], -dir[1], player);if (count >= 5)return true;}return false;}int CountDirection(int x, int y, int dx, int dy, int player){int count = 0;for (int step = 1; step < 5; step++){int nx = x + dx * step;int ny = y + dy * step;if (nx < 0 || nx >= BoardSize || ny < 0 || ny >= BoardSize)break;if (board[nx, ny] == player)count++;elsebreak;}return count;}void Restart(){board = new int[BoardSize, BoardSize];currentPlayer = 1;winner = 0;if (isHumanVsAI && currentPlayer == 2){_ = AITurnAsync();}}void ResetScore(){blackScore = 0;whiteScore = 0;}void SetAILevel(int level){aiLevel = level;Restart();}void ToggleMode(){isHumanVsAI = !isHumanVsAI;Restart();}string GetCellBg(int x, int y){return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";}
}

image

把运行模式改回来,Auto模式不占用服务器计算资源

打开 App.razor 编辑 两行 @rendermode="InteractiveServer" 改为 @rendermode="InteractiveAuto"

源码g01Gobang

http://www.hskmm.com/?act=detail&tid=23729

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