毕业设计网络五子棋的外文翻译

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五子棋设计的流程描述

五子棋设计的流程描述

五子棋设计的流程描述英文回答:Five-in-a-Row Game Design Process.1. Game Concept.The Five-in-a-Row game, also known as Gomoku or Renju, is a classic board game that has been played for centuries. The game is played on a 15x15 grid and the objective is to be the first player to connect five of their pieces in a row, either horizontally, vertically, or diagonally.2. Game Rules.The game is played with two players, one player using black pieces and the other player using white pieces. Players take turns placing their pieces on the grid. Once a piece is placed, it cannot be moved or removed.The first player to connect five of their pieces in a row wins the game. However, if both players are unable to connect five pieces in a row, the game ends in a draw.3. Game Design.The Five-in-a-Row game is a relatively simple game to learn, but it can be difficult to master. The game requires a combination of strategy and luck.There are a number of different strategies that players can use to win the game. Some players prefer to play aggressively and try to connect five pieces in a row as quickly as possible. Other players prefer to play more defensively and try to prevent their opponent from connecting five pieces in a row.The Five-in-a-Row game can be enjoyed by people of all ages and skill levels. It is a great game for two players to play together, and it can also be played against a computer opponent.4. Game Implementation.The Five-in-a-Row game can be implemented in a varietyof ways. The game can be played on a physical board, or it can be played online. There are a number of different software programs that allow players to play Five-in-a-Row against a computer opponent.中文回答:五子棋设计流程。

五子棋英语作文100字

五子棋英语作文100字

五子棋英语作文100字英文回答:Go (also known as Five-in-a-Row) is a strategy board game invented in China. The game is played on a goban, a 19x19 grid of lines. The game is played with two players, who take turns placing black and white stones on the intersections of the grid. The goal of the game is to create a line of five of your own stones, either horizontally, vertically, or diagonally.Go is a complex and challenging game. It is said that Go has more possible moves than there are atoms in the universe. The game is played by people of all ages andskill levels. Go is a popular game in China, Japan, Korea, and the United States.中文回答:围棋是中国古代发明的一种策略棋盘游戏。

游戏在一个19x19的棋盘上进行,由两位玩家轮流在棋盘的交叉点放置黑白棋子。

游戏的目标是在水平、垂直或对角线上形成一条由五颗自己棋子组成的连线。

围棋是一种复杂且具有挑战性的游戏。

据说围棋的可能走法比宇宙中的原子还要多。

围棋适合各个年龄段和技能水平的人玩。

围棋在中国、日本、韩国和美国都很流行。

毕业设计(论文)-五子棋人机对弈程序设计[管理资料]

毕业设计(论文)-五子棋人机对弈程序设计[管理资料]

五子棋人机对弈程序摘要:五子棋程序由两个主要部分组成:一个估值函数和一个树状搜索算法。

而程序依靠估值函数来判断对于一方来说什么局面是好而什么局面是坏,后者是用来搜索几乎全部可能的棋步次序,目的是为了找出对于程序来说是最佳的一条路线。

人工智能电脑下棋模拟的是人类的智能,它的启发式搜索是边走边试探,即极大极小法。

关键词:五子棋人工智能估值函数树状搜索算法极大极小法The program for Renju in man vs computerAbstract:The program for Renju is composed of two parts: a evaluation function and a hashtable tree-searching algorithm. The evaluation function is used to judge the advantage or disadvantage situation for each part, the hashtabletree-searching algorithm is used to search almost all the possible steps and find out the best pathway for the program. The computer of Artificial Intelligence (AI) imitate the intelligence of human, its inspiring search way is Go and Explore, namely, Minimax.Key words:Renju Artificial Intelligence (AI)evaluation function hashtable tree-searching algorithmMinimax五子棋人机对弈程序目录中文摘要英文摘要第一章引言 (5) (5)、内容及作者的任务 (5)第二章研究现状及设计目标 (7) (7) (7) (8)第三章要解决的几个关键问题 (9) (9) (9) (9) (13) (13) (13) (14)第四章系统结构与模型 (16) (16) (16) (16)(Minimax Algorithm) (18)Alpha-Beta剪枝(Alpha-Beta Purning) (19) (21) (21) (22)第五章系统实现技术 (25) (25) (25) (28) (29) (31) (31) (33) (37)第六章性能测试与分析 (41)、硬件环境 (41) (41) (41) (42) (42)第七章结束语 (47)参考文献 (48)附录:程序清单(附光盘)第一章引言五子棋是起源于中国古代的传统黑白棋种之一。

五子棋设计与实现毕业设计论文

五子棋设计与实现毕业设计论文

毕业设计(论文)五子棋的设计与实现Graduation Project (Thesis)Harbin University of CommerceThe Design and Implementationof GobangStudent Zhou YuchunSupervisor Li EnlinSpecialty Computer Science and Technology School Computer and InformationEngineering2010 - 06 - 02毕业设计(论文)任务书姓名:周玉春学院:计算机与信息工程班级:2006级4班专业:计算机科学与技术毕业设计(论文)题目:五子棋的设计与实现立题目的和意义:本程序旨在用JA V A实现一个基本于C/S模式的五子棋网络对战游戏。

玩家作为客户端通过服务器端与其它玩家进行对战,聊天等功能。

通过实现本程序加深对计算机网络编程的了解。

技术要求与工作计划:开发环境:Intel core 2 duo 1.8GHz 1G内存160硬盘;Microsoft® Windows™XP Professional;JDK 1.50;Eclipse 3.3.2运行环境:IntelPentium® 2及以上处理器,32M以上内存,4G以上硬盘;Microsoft® Windows™ 9X/NT/XP 操作系统;800*600或以上的屏幕分辨率工作计划:第一阶段需求分析第二阶段系统设计第三阶段系统实现第四阶段论文初稿,程序调试第五阶段论文终稿,程序修订第六阶段准备论文答辩时间安排:1月--2月收集论文资料,确定毕业设计题目3月--4月实习和调研,编写开题报告4月--5月程序设计和调试5月--6月论文初稿6月--答辩论文终稿及答辩指导教师要求:(签字)年月日教研室主任意见:(签字)年月日院长意见:(签字)年月日毕业设计(论文)审阅评语一、指导教师评语:指导老师签字:年月日毕业设计(论文)审阅评语二、评阅人评语:评阅人签字:年月日毕业设计(论文)答辩评语三、答辩委员会评语:四、毕业设计(论文)成绩:专业答辩组负责人签字:年月日五、答辩委员会主任签章答辩委员会主任单位:(签章)答辩委员会主任职称:答辩委员会主任签字:年月日摘要随着互联网迅速的发展,网络游戏已经成为人们普遍生活中不可或缺的一部分,它不仅能使人娱乐,也能够开发人的智力,就像本文所主要讲的五子棋游戏一样能挖掘人们聪明的才干与脑袋的机灵程度。

网络五子棋的实现外文文献

网络五子棋的实现外文文献

Thinking in JavaAlthough it is based on C++, Java is more of a “pure” object-oriented language.Both C++ and Java are hybrid languages, but in Java the designers felt that the hybridization was not as important as it was in C++. A hybrid language allows multiple programming styles; the reason C++ is hybrid is to support backward compatibility with the C language. Because C++ is a superset of the C language, it includes many of that language’s undesirable features, which can make some aspects of C++ overly complicated. The Java language assumes that you want to do only object-oriented programming. This means that before you can begin you must shift your mindset into an object-oriented world (unless it’s already there). The benefit of this initial effort is the ability to program in a language that is simpler to learn and to use than many other OOP languages. In this chapter we’ll see the basic components of a Java program and we’ll learn that everything in Java is an object, even a Java program.Each programming language has its own means of manipulating data. Sometimes the programmer must be constantly aware of what type of manipulation is going on. Are you manipulating the object directly, or are you dealing with some kind of indirect representation (a pointer in C or C++) that must be treated with a special syntax?All this is simplified in Java. You treat everything as an object, using a single consistent syntax. Although you treat everything as an object, the identifier you manipulate is actually a “reference” to an object. You might imagine this scene as a television (the object) with your remote control (the reference). As long as you’re holding this reference, you have a connection to the television, but when someone says “change the channel” or “lower the volume,” what you’re manipulating is the reference, which in turn modifies the object. If you want to move around the room and still control the television, you take the remote/reference with you, not the television.Also, the remote control can stand on its own, with no television. That is, justbecause you have a reference doesn’t mean there’s necessarily an object connected to it. So if you want to hold a word or sentence, you create a String reference: But here you’ve created only the reference, not an object. If you decided to send a message to s at this point, you’ll get an error (at run time) because s isn’t actually attached to anything (there’s no television). A safer practice, then, is always to initialize a reference when you create it.However, this uses a special Java feature: strings can be initialized with quoted text. Normally, you must use a more general type of initialization for objectsWhen you create a reference, you want to connect it with a new object. You do so, in general, with the new keyword. The keyword new says, “Make me a new one of these objects.” So in the preceding example, you can say:Not only does this mean “Make me a new String,” but it also gives information about how to make the String by supplying an initial character string.Of course, String is not the only type that exists. Java comes with a plethora of ready-made types. What’s more important is that you can create your own types. In fact, that’s the fundamental activity in Java programming, and it’s what you’ll be learning about in the rest of this bookIt’s useful to visualize some aspects of how things are laid out while the program is running—in particular how memory is arranged. There are six different places to store data:Registers. This is the fastest storage because it exists in a place different from that of other storage: inside the processor. However, the number of registers is severely limited, so registers are allocated by the compiler according to its needs. You don’t have direct control, nor do you see any evidence in your programs that registers even exist.The stack. This lives in the general random-access memory (RAM) area, but has direct support from the processor via its stack pointer. The stack pointer is moved down to create new memory and moved up to release that memory. This is an extremely fast and efficient way to allocate storage, second only to registers. The Java compiler must know, while it is creating the program, the exact size and lifetime of allthe data that is stored on the stack, because it must generate the code to move the stack pointer up and down. This constraint places limits on the flexibility of your programs, so while some Java storage exists on the stack—in particular, object references—Java objects themselves are not placed on the stack.The heap. This is a general-purpose pool of memory (also in the RAM area) where all Java objects live. The nice thing about the heap is that, unlike the stack, the compiler doesn’t need to know how much storage it needs to allocate fr om the heap or how long that storage must stay on the heap. Thus, there’s a great deal of flexibility in using storage on the heap. Whenever you need to create an object, you simply write the code to create it by using new,and the storage is allocated on the heap when that code is executed. Of course there’s a price you pay for this flexibility. It takes more time to allocate heap storage than it does to allocate stack storage (if you even could create objects on the stack in Java, as you can in C++).Static storage. “Static” is used here in the sense of “in a fixed location” (although it’s also in RAM). Static storage contains data that is available for the entire time a program is running. You can use the static keyword to specify that a particular element of an object is static, but Java objects themselves are never placed in static storage.Constant storage. Constant values are often placed directly in the program code, which is safe since they can never change. Sometimes constants are cordoned off by themselves so that they can be optionally placed in read-only memory (ROM), in embedded systems.Non-RAM storage. If data lives completely outside a program, it can exist while the program is not running, outside the control of the program. The two primary examples of this are streamed objects, in which objects are turned into streams of bytes, generally to be sent to another machine, and persistent objects, in which the objects are placed on disk so they will hold their state even when the program is terminated. The trick with these types of storage is turning the objects into something that can exist on the other medium, and yet can be resurrected into a regular RAM-based object when necessary. Java provides support for lightweight persistence,and future versions of Java might provide more complete solutions for persistence One group of types, which you’ll use quite often in your programming, gets special treatment. You can think of these as “primitive” types. The reason for the special treatment is that to create an object with new—especially a small, simple variable—isn’t very efficient, because new places objects on the heap. For these types Java falls back on the approach taken by C and C++. That is, instead of creating the variable by using new, an “automatic” variable is created that is not a reference. The variable holds the value, and it’s placed on the stack, so it’s much more efficient.Java determines the size of each primitive type. These sizes don’t change from one machine architecture to another as they do in most languages. This size invariance is one reason Java programs are portableAll numeric types are signed, so don’t look for unsigned types.The size of the boolean type is not explicitly specified; it is only defined to be able to take the literal values true or false.The “wrapper”classes for the primitive data types allow you to make a nonprimitive object on the heap to represent that primitive type. For example:char c = 'x';Character C = new Character(c);Or you could also use:Character C = new Character('x');The reasons for doing this will be shown in a later chapter.Java includes two classes for performing high-precision arithmetic: Big Integer and BigDecimal. Although these approximately fit into the same category as the “wrapper” classes, neither one has a primitive analogue.Both classes have methods that provide analogues for the operations that you perform on primitive types. That is, you can do anything with a BigInteger or BigDecimal that you can with an int or float, it’s just that you must use method calls instead of operators. Also, since there’s more involved, the operations will be slower. You’re exchanging speed for accuracy.BigInteger supports arbitrary-precision integers. This means that you can accurately represent integral values of any size without losing any information during operations.BigDecimal is for arbitrary-precision fixed-point numbers; you can use these for accurate monetary calculations, for example.Consult the JDK documentation for details about the constructors and methods you can call for these two classesVirtually all programming languages support arrays. Using arrays in C and C++ is perilous because those arrays are only blocks of memory. If a program accesses the array outside of its memory block or uses the memory before initialization (common programming errors), there will be unpredictable results.One of the primary goals of Java is safety, so many of the problems that plague programmers in C and C++ are not repeated in Java. A Java array is guaranteed to be initialized and cannot be accessed outside of its range. The range checking comes at the price of having a small amount of memory overhead on each array as well as verifying the index at run time, but the assumption is that the safety and increased productivity is worth the expense.When you create an array of objects, you are really creating an array of references, and each of those references is automatically initialized to a special value with its own keyword: null. When Java sees null, it recognizes that the reference in question isn’t pointing to an object.You must assign an object to each reference before you use it, and if you try to use a reference that’s still null, the problem will be reported at run time. Thus, typical array errors are prevented in Java.You can also create an array of primitives. Again, the compiler guarantees initialization because it zeroes the memory for that array.Arrays will be covered in detail in later chapters.In most programming languages, the concept of the lifetime of a variable occupies a significant portion of the programming effort. How long does the variable last? If you are supposed to destroy it, when should you? Confusion over variable lifetimes can lead to a lot of bugs, and this section shows how Java greatly simplifiesthe issue by doing all the cleanup work for you.Most procedural languages have the concept of scope. This determines both the visibility and lifetime of the names defined within that scope. In C, C++, and Java, scope is determined by the placement of curly braces {}. So for example:{int x = 12;// Only x available{int q = 96;// Both x & q available}// Only x available// q “out of scope”}A variable defined within a scope is available only to the end of that scope.Any text after a ‘//’ to the end of a line is a comment.Indentation makes Java code easier to read. Since Java is a free-form language, the extra spaces, tabs, and carriage returns do not affect the resulting program.Note that you cannot do the following, even though it is legal in C and C++: {int x = 12;{int x = 96; // Illegal}}The compiler will announce that the variable x has already been defined. Thus the C and C++ ability to “hide” a variable in a larger scope is not allowed, because the Java designers thought that it led to confusing programs.Java objects do not have the same lifetimes as primitives. When you create a Java object using new, it hangs around past the end of the scope. Thus if you use: {String s = new String("a string");} // End of scopeThe reference s vanishes at the end of the scope. However, the String object that s was pointing to is still occupying memory. In this bit of code, there is no way to access the object, because the only reference to it is out of scope. In later chapters you’ll see how the reference to the object can be passed around and duplicated during the course of a program.It turns out that because objects created with new stay around for as long as you want them, a whole slew of C++ programming problems simply vanish in Java. The hardest problems seem to occur in C++ because you don’t get any help from the language in making sure that the objects are available when they’re needed. And more important, in C++ you must make sure that you destroy the objects when you’re done with them.That brings up an interesting question. If Java leaves the objects lying around, what keeps them from filling up memory and halting your program? This is exactly the kind of problem that would occur in C++. This is where a bit of magic happens. Java has a garbage collector, which looks at all the objects that were created with new and figures out which ones are not being referenced anymore. Then it releases the memory for those objects, so the memory can be used for new objects. This means that you never need to worry about reclaiming memory yourself. You simply create objects, and when you no longer need them, they will go away by themselves. This eliminates a certain class of programming problem: the so-called “memory leak,” in which a programmer forgets to release memory.If everything is an object, what determines how a particular class of object looks and behaves?Put another way, what establishes the type of an object? You might expect thereto be a keyword called “type,” and that certainly would have made sense. Historically, however, most object-oriented languages have used the keyword class to mean “I’m about to tell you what a new type of object looks like.” The class keyword (which is so common that it will not be bold-faced throughout this book) is followed by the name of the new type. For example:class ATypeName { /* Class body goes here */ }This introduces a new type, although the class body consists only of a comment (the stars and slashes and what is inside, which will be discussed later in this chapter), so there is not too much that you can do with it. However, you can create an object of this type using new:ATypeName a = new ATypeName();But you cannot tell it to do much of anything (that is, you cannot send it any interesting messages) until you define some methods for it.When you define a class (and all you do in Java is define classes, make objects of those classes, and send messages to those objects), you can put two types of elements in your class: fields (sometimes called data members), and methods (sometimes called member functions). A field is an object of any type that you can communicate with via its reference. It can also be one of the primitive types (which isn’t a reference). If it is a reference to an object, you must initialize that reference to connect it to an actual object (using new, as seen earlier) in a special method called a constructor (described fully in Chapter 4).If it is a primitive type, you can initialize it directly at the point of definition in the class. (As you’ll see later, references can also be initialized at the point of definition.)Each object keeps its own storage for its fields; the fields are not shared among objects. Here is an example of a class with some fields:class DataOnly {int i;float f;boolean b;}This class doesn’t do anything, but you can create an object:DataOnly d = new DataOnly();You can assign values to the fields, but you must first know how to refer to a member of an object. This is accomplished by stating the name of the object reference, followed by a period (dot), followed by the name of the member inside the object: objectReference.memberFor example:d.i = 47;d.f = 1.1f; // ‘f’ after number indicates float constantd.b = false;It is also possible that your object might contain other objects that contain data you’d like to modify. For this, you just keep “connecting the dots.” For example: myPlane.leftTank.capacity = 100;The DataOnly class cannot do much of anything except hold data, because it has no methods. To understand how those work, you must first understand arguments and return values, which will be described shortly.。

五子棋论文正文

五子棋论文正文

南昌工程学院本(专)科毕业设计(论文)网络五子棋的设计与实现Designe and implements the Gobang of network总计毕业设计(论文)43页表格0个插图42幅南昌工程学院本(专)科毕业设计(论文)摘要目前,随着计算机网络的的发展,PK已经成为现在人生活的一部分,人们以不同的方式通过网络来娱乐,休闲。

以计算机技术和网络技术为核心的现代网络技术已经在现实生活和生产中得到了广泛的使用,休闲类网络游戏集趣味性,娱乐性,互动性和益智性于一体,已经成为多数人群的休闲方式,也为多数人所喜好。

当然,为了满足没有网络同样能娱乐的要求,许多小游戏做成了单机和网络的双功能。

本软件使用JAVA语言实现,通过对图形界面,绘图,布局管理器等去构造出游戏的单机功能,在此基础上,利用SCOKET的知识,建立起服务器与客户端之间的连接,利用多线程技术来处理服务器端与客户端之间的数据传输,通信问题,使得客户端和服务器端之间能够同步的进行处理。

通过对软件的编写,更深入的理解了面向对象的概念,也体会到利用面向对象语言处理一些问题的优势。

同时也加深了对多线程,流套接字等高级技术的理解。

关键词:多线程流套接字数据传输同步AbstractAt present,With the rapid development of computer network.It’s not an exaggeration to say that PK(player killer)has become a necessity in most people’s lives.Taking computer technology and the network technology as the core,modern network technology is already used in the real life and the production.The leisure network game sets interest,entertainment,interaction and intelligence-development in a body,and already became the leisure mode of the most people.And most people like them.Of course,,But,it’s a pity that there still have some clients lacking of network because of various causes.In order to satisfy the above clients’requirements.A large number of games,usually named as“small games”by players,are designed for involving two kinds of different function.The former game is often played by these players whose computers never connect with the network.It’s called for stand-alone version games.Just as its name implies,the later is named as online version gamesThis software implemented with JAV A language,and according to the understanding of SCOKET,GUI and paint image chnology.Established in these foundatio,the server co ects with the multi-client,and proce es the information between many clients using the multi-thread proceing technology.it is very convenient for both client and server to do the synchronous processing.Through to the software compilation,deepen understanding and gra to the technology above understanding and holding..Key Words:multiple thread,Socket,transmission data,synchronism.南昌工程学院本(专)科毕业设计(论文)目录摘要 (I)Abstract (II)第一章:绪论 (1)1.1前言 (1)第二章开发工具、环境及其技术 (2)2.1JAVA简介 (2)2.1.1JAVA历史: (2)2.1.2Java的特点: (3)2.1.3Java中线程概念: (5)2.1.4Socket机制: (7)2.2Java开发工具 (9)第三章程序设计开发 (13)3.1程序设计思路 (13)3.1.1.界面设计 (13)3.1.2.算法设计 (14)3.2用例图和类图 (17)3.3程序的设计 (23)3.4程序的运行 (30)3.5程序测试 (36)结语 (41)参考文献 (42)致谢 (43)南昌工程学院本(专)科毕业设计(论文)第一章:绪论1.1前言电脑已经深入到日常工作和生活的方方面面,比如文字处理、信息管理、辅助设计、图形图像处理、教育培训以及游戏娱乐等。

网络五子棋的实现外文文献原文及译文

网络五子棋的实现外文文献原文及译文

中 北 大 学 信 息 商 务 学 院毕业论文外文文献原文及译文学生姓名: 学号:系 别:专指导教师:2009年 6 月贾晓元 05182402X15电子与科学技术系 微电子学Thinking in JavaAlthough it is based on C++,Java is more of a “pure” object-oriented language。

Both C++ and Java are hybrid languages, but in Java the designers felt that the hybridization was not as important as it was in C++。

A hybrid language allows multiple programming styles;the reason C++ is hybrid is to support backward compatibility with the C language。

Because C++ is a superset of the C language,it includes many of that language’s undesirable features, which can make some aspects of C++ overly complicated. The Java language assumes that you want to do only object-oriented programming。

This means that before you can begin you must shift your mindset into an object-oriented world (unless it’s already there)。

The benefit of this initial effort is the ability to program in a language that is simpler to learn and to use than many other OOP languages。

五子棋设计的流程描述

五子棋设计的流程描述

五子棋设计的流程描述I believe that the design process of a game like Gomoku, or Five-in-a-Row, involves various steps to create an engaging and entertaining experience for players. From the initial concept to the final implementation, every decision made by the game designer plays a crucial role in shaping the overall gameplay and appeal of the game.我相信五子棋这样的游戏设计过程涉及多个步骤,以为玩家创造一个引人入胜和娱乐的体验。

从最初的概念到最终的实施,游戏设计师所做的每一个决定都对塑造游戏的整体游戏体验和吸引力起着至关重要的作用。

The first step in the design process would be to brainstorm ideas for the game mechanics, rules, and overall theme. It's important to think about how the game will be played, what strategies will be involved, and what the player's objective will be. This stage is crucial in setting the foundation for the rest of the development process.设计过程中的第一步是为游戏机制、规则和整体主题进行头脑风暴。

网络五子棋论文

网络五子棋论文

毕业设计(论文)中文摘要毕业设计(论文)外文摘要目录1 引言 (1)1.1 课题的研究意义和背景 (1)1.1.1 研究的意义 (1)1.1.2 研究背景 (1)1.2 前期调研 (2)1.3 课题简介与分析 (3)1.3.1 课题简介 (3)1.3.2 课题分析 (3)1.4 开发途径和可行性分析 (3)1.4.1 开发途径 (3)1.4.2 可行性分析 (3)1.5 传统五子棋软件与网络五子棋软件的异同 (4)2 网络五子棋软件的系统需求分析与总体设计 (5)2.1 系统需求分析 (5)2.2 总体设计 (5)2.2.1 总体设计结构图 (5)2.2.2 接口设计 (6)2.2.3 运行设计 (6)2.2.4 安全保密设计 (6)3 通信协议及编程语言的分析 (6)3.1 TCP/IP参考模型 (6)3.2 管套Socket与Winsock (7)3.3 网络游戏通信协议 (8)3.3.1 游戏通信协议简介 (8)3.3.2 协议打包/解包 (8)3.3.3 通信协议的选择 (9)3.4 编程语言的分析 (9)3.4.1 Visual C++ 6.0 概述 (9)3.4.2 Visual C++ 6.0 的特点 (9)4 详细设计与开发 (9)4.1 软件架构 (10)4.1.1 棋盘类 (10)4.1.2 游戏模式类 (10)4.2 主要算法 (11)4.2.1 判断胜负的算法设计 (11)4.2.2 人机对弈算法设计 (12)4.3 消息机制 (17)4.3.1 消息机制的架构 (17)4.3.2 各种消息说明 (17)4.4 棋盘类——Ctable的设计 (19)4.4.1 主要成员变量说明 (19)4.4.2 主要成员函数说明 (20)4.5 游戏模式类——Cgame的设计 (22)4.5.1 主要成员变量说明 (23)4.5.2 主要成员函数说明 (23)5 网络五子棋软件的测试 (24)5.1 问题的发现 (24)5.2 问题的解决 (24)6 系统功能评价 (25)6.1 系统的主要功能 (25)6.2 系统存在的不足与改进方案 (25)7 用户使用手册 (25)7.1 运行环境简介 (25)7.2 系统功能简介 (25)7.3 系统运行与操作指南 (26)8 毕业设计心得体会 (26)结论 (27)致谢 (28)参考文献 (29)附录 (30)1 引言游戏,如今俨然已经成为人们生活中不可或缺的元素。

C#论文说明书--网络五子棋游戏的设计

C#论文说明书--网络五子棋游戏的设计

网络五子棋游戏的开发及设计摘要随着人类社会进入21世纪,网络技术的快速发展,使得人类生活中的方方面面都围绕着这些丰富多彩的网络应用。

这些网络应用在不同的领域都有不同的光彩,它们也逐渐成为人类生活中不可缺少的一部分。

网络游戏就是在顺应这一网络应用潮流下所诞生的新兴技术产业,更是在网络市场上也掀起了一股开发网络游戏软件的技术热潮。

网络游戏的种类繁多,比如休闲型的、对战型的、角色扮演型的和功能型的网络游戏。

网络五子棋游戏就是一种简单的休闲型的网络游戏,这类网络游戏给予百忙中的人们一个休闲的娱乐方式,能够在工作之余,既能享受到游戏生活的乐趣,又能提高脑部思维能力,以便更好地提高工作效率。

通过研究分析网络市场上比较常见的五子棋游戏软件,如五子连珠、QQ五子棋等等的五子棋游戏软件,这一类的软件都是典型的休闲型络游戏,同时也是非常富有趣味性的益智型游戏。

任意一款网络五子棋游戏的结构都是基于C/S模式的,这类的软件主要都包含客户端和服务器端两部分的功能设计,各部分分别实现不一样的功能。

本系统重点设计了五个模块,包括用户注册模块、用户登录模块、游戏大厅模块、对弈窗体模块、服务器窗体模块。

系统支持用户注册、登录、保存用户信息、简单的两人对弈、游戏胜负的判断等功能操作。

关键字:网络游戏、五子棋、C/S模式、功能模块设计THE DEVELOPMENT AND DESIGN OF GOBANG GAME ON NETWORKAbstractWiththe human society was enteringinto the 21st century, the rapid developmentof network technology,which makes all aspects of human life be surrounded with colorfulnetwork applications. These network applicationhave different glory in different fields, they are also gradually bee an indispensable part of life.Online game is the emerging technology industry that was borned under the trend of network application, but also booms an technology upsurge of developing network game software in the network market.There are many types of online games, such as casual, pvp scenarios, role and functional online game. Gobang game on network is a simple and casual online games, this kind of online games gives a leisure entertainmentwhich is not only enjoy the fun of life, but also improve the brain power for busy people after work ,in order to improve work efficiency better.Through researching and analyzingthe more mon gobang game software on the network market, such as Nith-Game, QQ-Renju-Game software and so on, This kind of software is a typically casual games and also a puzzle game which is very interesting. any gobang game on network whose structure is based on C/S mode, this kind of software mainly contains two parts function design of the client and server, and each part respectively realizes different function.This system has focused on designingfive modules,including the user registration module, user login module module, the game hall module, game form module, server form module five modules.System supports the functionality of the user register, login, saving the user information, simple chess game for two people, judging the the oute of game.Key words: Online Games,Gobang, C/S Mode ,Function Module Design目录第1章网络五子棋游戏的系统简介 (1)1.1 网络五子棋系统开发背景 (1)1.2 网络五子棋系统概述 (3)1.2.1 系统设计目标 (3)1.2.2 系统功能结构图 (3)1.2.3 系统运行流程图 (4)1.3 网络五子棋系统开发环境 (5)第2章网络五子棋游戏数据库设计与开发 (6)2.1 数据库的概念设计 (6)2.2 数据库的创建 (7)2.3 数据库的编程 (8)第3章网络五子棋游戏的通信设计 (9)3.1 网络编程模型 (9)3.1.1 IP地址 (9)3.1.2 端口 (9)3.1.3 UDP协议 (9)3.1.4 Socket套接字 (10)3.2 通信模块设计 (10)第4章网络五子棋游戏的功能模块设计 (14)4.1 GobangClass类库 (14)4.2 用户注册模块设计 (15)4.2.1 功能设计 (16)4.2.2 程序界面 (16)4.2.3 实现过程 (16)4.3 用户登录模块设计 (18)4.3.1 功能设计 (18)4.3.2 程序界面 (18)4.3.3 实现过程 (19)4.4 游戏大厅模块设计 (20)4.4.1 功能设计 (20)4.4.2 程序界面 (20)4.4.3 实现过程 (21)4.5对弈窗体模块设计 (23)4.5.1 功能设计 (23)4.5.2 程序界面 (23)4.5.3 实现过程 (23)4.6 服务器窗体模块设计 (27)4.6.1 功能设计 (27)4.6.2 程序界面 (27)4.6.3 实现过程 (28)第5章网络五子棋游戏的算法设计 (30)第6章网络五子棋游戏的系统测试 (32)第7章结论 (33)致 (33)参考文献 (34)附录 (35)前言人类社会已经进入了信息化产业迅猛发展的新世纪当中,软件和信息服务产业作为信息产业的核心,已经成为时代全球信息产业中最重要的,同时也是最核心的一部分。

(完整版)毕业课程设计说明书---五子棋(C++)

(完整版)毕业课程设计说明书---五子棋(C++)

课程设计说明书五子棋游戏The Game of Gobang学院名称:专业班级:学生姓名:学号:指导教师姓名:指导教师职称:2011年7月五子棋游戏摘要:此课程设计的目的是为了达到熟练掌握C++语言的基本知识和C++调试技能;基本掌握面向对象程序设计的基本思路和方法;能够利用所学的基本知识和技能,解决简单的面向对象程序设计问题;培养综合利用C++语言进行程序设计的能力,主要是培养利用系统提供的标准图形函数进行创新设计。

该游戏软件在Windows系统为玩家提供传统五子棋游戏的基本功能,在这简单的五子棋中,玩家通过鼠标进行两个人的游戏。

游戏的主战场为15行15列的棋盘,初始状态棋盘上无落子,进入游戏后,按照棋盘下的提示开局,然后轮流落子,一旦有一方的棋子在某一方向上构成连续的五个棋子,则该方胜利,游戏结束,如果有输赢,则输出谁胜,否则,输出平局的信息框。

游戏还有悔棋和重新开始的的功能。

关键词:五子棋;视窗操作系统;悔棋;双人游戏。

The Game of GobangAbstract: This course is designed in order to master the basic knowledgeof the c + + language testing skills; and c + + Basic grasp of object oriented programming basic train of thought and method; Can use of my knowledgeof the basic knowledge and skills, solvesimple object-oriented programdesign problem; Using c + + language training comprehend sive programdesign ability, is mainly use the system to provide the training of standardgraphics functions of innovation design. This game software on Windowssystem for players with traditional renju game, the basic function of in thissimple renju players through the mouse, two personal game. The mainbattlefield games for line 15 to 15 listed in the board. The game is over, if aloser, the output who wins, otherwise, the output of the draw informationbox.Keywords: Gobang; Windows System; Takeback;the game ofTwo people playing目录课程设计任务书 (4)一、课程设计题目:五子棋游戏 (4)二、目的与要求: (4)1、目的: (4)2、基本要求: (4)3、创新要求: (4)4、写出设计说明书 (4)三、设计方法和基本原理: (4)四、设计中涉及到的重要内容: (4)五、程序设计和调试: (5)六、答辩与评分标准: (5)引言 (6)第一章需求分析 (6)1.1系统概述 (6)1.1.1概述 (6)1.2系统运行环境 (6)1.2.1运行环境 (6)1.3功能需求描述 (7)1.3.1功能需求 (7)第二章总体设计 (7)2.1开发与设计的总体思想 (7)2.1.1总体设计思路 (7)2.1.2屏幕的组成 (8)2.1.3形状的组成 (8)2.1.4形状的统一8第三章概要设计 (9)3.1系统流程图 (9)3.2 软件功能模块 (10)3.3 系统功能模块10第四章详细设计 (11)4.1.界面的设计 (11)4.1.1总体界面设计114.1.2 界面棋子的设计114.2显示界面的准备134.2.1在窗体类中添加存放黑白棋两维数组和背景棋盘、黑棋、白棋位图对象134.2.2在窗体构造函数中初始化wb,装入棋盘、黑棋、白棋位图134.3显示棋盘和棋子代码 (13)4.4轮流下子代码 (14)4.5判断输赢 (15)4.5.1判断是否白棋胜代码154.5.2判断是否黑棋胜代码164.5.3判断是否平局代码174.6悔棋 (18)4.7重新开始 (18)4.8回放功能 (19)第五章测试分析 (20)结论和心得体会 (20)致谢 (21)参考文献 (22)课程设计任务书一、课程设计题目:五子棋游戏二、目的与要求:1、目的:(1)要求学生达到熟练掌握C++语言的基本知识和C++调试技能;(2)基本掌握面向对象程序设计的基本思路和方法;(3)能够利用所学的基本知识和技能,解决简单的面向对象程序设计问题。

毕业设计网络五子棋的外文翻译

毕业设计网络五子棋的外文翻译

Renju is a very old two-player board game with subtle tactics and strategies. It comes from Japan and is a professional variant of Go-Moku. In many countries, such as China, Estonia, Japan, Latvia, Russia, and Sweden, Renju is played on a high level of performance.Compared to Renju, the game of Go-Moku, mainly played in China and Japan, has rathersimple rules. Go-Moku was solved by Allis in 1992. He proved that it is a won game for the player to move first. In this note we claim that Renju is a first-player win too. We describeour research approach and how we arrived at this game-theoretical value.1. INTRODUCTIONIn 1992 Allis solved the game of Go-Moku by means of the computer program VICTORIA (Allis, Van den Herik, and Huntjes, 1993; Allis, 1994). The main techniques applied were proof-number search (Allis, Van der Meulen, and Van den Herik, 1994) and threat-space search (Allis, Van den Herik, and Huntjes, 1995). Since the advantage for the first player was well-known (Sakata and Ikawa, 1981), many variants of Go-Moku were developed so as to reduce the advantage of the first player, attempting to create a balanced game. Already around 1900 Japanese professional players improved the simple rules of Go-Moku by introducing that the first player (Black) is prohibited from making a double three, a double four, and an overline.After that the Renju board was diminished from 1919 (Go board size) to 1515 when it was discovered that the larger board size increases Black!s advantage. These improvements were to restrict Black!s moves so as to offset his initial advantage. In 1936 ¤ when the Japanese Federation of Renju was founded ¤ the rules of Renju were fully accomplished. Professional players believed that the new rules would result in a more evenly-balanced game.When the Renju players became stronger they found that the above-mentioned advanced new rules still gave great advantage to Black. Some Japanese players even showed a black victory in two frequently-played opening patterns (cf. Sakata and Ikawa, 1981), but their solution was incomplete because some good white moves were not analysed and later on even mistakes were found in it. In the Sakata!s book ¤ Figures 31 and 32 facing page 77 ¤ japanese authors suggested an strong 15 th move (A, see Figure 1). After move A, if the White’s reply was move B (16 th move), the Black victory will be become very complicated, but not fully analysed by pro players. White’s defence move C (16 th move) is not mentioned in this book, after this Whi te’s response we were not able to find the Black victory in some weeks. So move A was rejected (and considered to be not good move) and we chose another 15 move (D), which turn out a success. Another problem was, that there are 35 distinct second white moves possible, but only two main variations (adjacent to Black!s first move) were exhaustively analysed in that book. In Japan professional Renju players continued to study Renju in detail. Sakata and Ikawa (1981) published their analysis in 32 pages. We have exploited the analysis for our work and found other mistakes and lacunae (see also Allis, 1994). Nevertheless, the Japanese prediction is now confirmed, extended and corrected by our computer program which established Renju!s game-theoretical value. Our project was to carry out a complete proof about the game of Renju by a computer program and to create a database of the solved game tree.In 1988, the Renju International Federation was created. At the same time, to equalise the chances of the players at the official tournaments new opening-rules regulations were adopted. The official Renju rules and the new opening regulations are described in Section 2. However, this article focuses on establishing the game-theoretical value of Renju without the new opening-rules regulations. The game we deal with is called freeRenju, it is a quite aggressive game in which almost every black move is a threat. The remainder of this note is structured as follows. After the description of the rules in Section 2, Section 3 provides a list of terms and gives their definitions. In Section 4 we explain our experimental approach and provide empirical evidence for our claim. In Section 5 some technical details on a checking program are given and in Section 6 results are presented. Section 7 contains our conclusions.Figure 12. THE RULES OF RENJUThe game of Renju is a professional variant of Go-Moku. The rules of Renju, although more complex than those of Go-Moku, are still rather simple (Sakata and Ikawa, 1981). The game is played on a board with 1515 points of intersections. Vertical lines are lettered from ’a’ to ’o’, and the horizontal lines are numbered from 1 to 15. The left bottom position on the board is a1. Two players, Black and White, place alternately a stone of their own colour on an empty intersection. Black starts the game and must place a black stone on the centre intersection (h8). The first player completing an unbroken line of five stones (vertically, horizontally, or diagonally) wins the game. In Renju Black has some restrictions with respect to Go-Moku, e.g, some moves are considered to be prohibited for Black. If Black makes a prohibited move either accidentally or by being forced to, White wins the game. The prohibited moves for Black are: overline, double-four, double-three(for definitions, see Section 3). White does not have prohibited moves, so White may make an overline and wins the game. If none of the players succeeds in completing a five-in-a-row, and Black did not make a prohibited move and the board is full of stones, the gameis considered to be drawn.The above-mentioned rules are known as the free Renju rules. In an attempt to make the game more evenly-balanced for a fair competition in official tournaments, the following eight opening-rules restrictions have been imposed on Black (i.e., the professional Renju Rules).a. Players start the game as tentative Black and tentative White. Tentative Black plays the first move on the centre intersection.b. Tentative White makes the second move diagonally, horizontally or vertically to the first move and adjacent to the first move (i.e., two different openings).c. Tentative Black plays the third move on an empty place within a zone of 55 intersections in the centre of the board (26 opening patterns).d. Tentative White has the right to change the colour of the stones (swap option).e. The player, who now has the white stones, plays the fourth move wherever (s)he wants.f. Black has to offer the opponent two possible asymmetrical fifth moves.g. White chooses one of the fifth moves which will be more advantageous to him/herself and tells Black to make the moves (s)he prefers.h. There are no restrictions on the sixth and later moves.3.TERMS AND DEFINITIONSBelow we provide a list of the terms together with their definitions.Overline: Six or more stones of the same colour in an unbroken row, either horizontally, vertically or diagonally.Five: Exact five stones of the same colour arranged in an unbroken row, either horizontally, vertically or diagonally.Straight four: Four stones of the same colour in an unbroken row (horizontally, vertically or diagonally) with both ends open. A straight four ensures a win.Four: Four stones of one colour in a row, which in one move can become a five.Three: Three stones of the same colour in an unbroken row, or with one-intersection gap between the stones that can become a straight four on the next move.Double-Four: A single move, which builds simultaneously more than one four at one time. Double-Three: A single move, which builds simultaneously more than one three at one time. Four-three: A four and a three produced simultaneously with a single move. It is the usual way for Black to create a winning formation.VCF: This acronym means: Victory by Consecutive Fours. A win that results from making fours one after another.VCT: This acronym means: Victory by Consecutive Threats. A win that results from making threats (four or three) one after another.Japanese terms:Fukumi: A move which threatens to win by VCF. Who played the fukumi move has a VCF if the opponent does not defend against this move.Yobi: A positional offensive move, which threatens to win by VCT. A yobi move is not a direct forced method of attackPlaying A leads to an overline.Playing B leads to a double-four.Playing C leads to a double-three.Playing D leads to a straight four.Playing E leads to a four-three.Figure 24. THE PROGRAM AND THE EXPERIMENTAL APPROACHThe solving program was written in Borland Pascal language. The program goal was to establish the game-theoretical value. The program generated a winning tree for Black and stored the tree in a database. The search process used transposition tables to avoid searching symmetrical positions. Moreover, the solving program used the threat-sequence search as suggested by Allis et al. (1993). There was only a very limited possibility to play no-threat moves, the first black moves after a bad opining by White (such as moves far away from the board centre). If a white defending move in such a variation also was a threat then Black countered it and did not lose a tempo in the end. The program operated an iterative-deepening search based on threat sequences up to 17 plies. The speed of the threat-sequence search was 400 nodes/second on a Pentium 200 MHz machine. The deepest variations of the iterative-deepening search (17 plies) took about 15 minutes, then a VCF line was found.It was not possible to speed up the threat-sequence search (cf. Allis, 1994) since by the overline, double-four and double-three rule the order of moves became more complex. In the solving program we had implemented an automatic database builder, but all openings, fukumi, yobi, and positional moves were inputted by the hand of a human expert. In the past, the human expert assistance has been used in game solving (O. Patashnik, 1980). In total, human players produced approximately 5000 positional moves. The threat-sequence search module built all black threat sequences up to a given depth and investigated whether the position is a win for Black against every possible defence by White. After a positional black move, another module examined how Black can win if White passes. If a winning line exists then this module stores the moves of these sequences and in the next step the solving program will use these moves as white answers. All moves of the game tree were stored in the database with the exception of the last 10 plies, since 10 or fewer plies of winning sequences can be found quickly by the threat-sequence searchengine. Generating the whole game tree took about 3000 hours on a Pentium 200 MHz PC.5. THE CHECKING PROCEDUREAfter the generation of the whole game tree, the second stage of the project was checking the database. To making sure of generated database, there is necessary to develop a checking program, which plays backwards all possible white moves and then communicates with the solving program on the forward white moves (meanwhile inspecting the database). When a not-analysed white move was encountered, the solving program first took the black answer most frequently-played in that stage of the game tree. This approach gave many typical first omissions. In the checking loop, we stored white wins, black prohibited answers, and non-proved positions. The checking file contained approximately 2000 previously missing positions, which were corrected in the next proof run. The proof runs and the correction of positions were repeated several times even when the checking log did no longer contain any lacking positions. The programming of the checking program was performed by the second author in Borland Pascal programming language. This part of the solving took about 6000 hours on a Pentium 200 MHz machine.6. CONCLUSIONSWe verified and expanded the statement of Japanese Renju experts that the game of free Renju is a theoretical win for the first player to move. The game was solved after 9000 hours of using a Pentium 200 MHz. The size of the overall database is 7 Megabyte. After the final database creation, the database was checked once more and accepted as correct by a checking program written by an independent programmer. In the last checking run, no missing variations were found by the checking program. In conclusion, free Renju should be considered a solved game. The result is that the game is a first-player win.Finally, we have good reason to believe that after building a good opening book, say of 5000 moves, there’s no middle game ,provide that an appropriate endgame-analysing routine is available.五子棋是一种微妙的,存在与两个玩家之间的带有战略性的棋盘游戏。

五子棋毕业论文

五子棋毕业论文

江苏科技大学本科毕业设计(论文)学院计算机科学与工程学院专业通信工程学生姓名班级学号指导教师二零一零年六月江苏科技大学本科毕业论文基于JAVA的五子棋游戏JA VA-based backgammon game摘要随着计算机技术的不断发展,网络技术的普及范围越来越广,网络能够提供的服务多样、便捷,已经成为人们生产生活中不可缺少的重要组成部分。

如今网络休闲游戏发展迅速,它凭借健康、方便、互动性强、益智等诸多优点,成为大部分现代人休闲娱乐的首选。

本系统主要是建立一个具有具体规则的五子棋平台,使两台不同计算机的使用者通过一定的网络连接,达到网络对弈的目的,以及单机上的人机对战。

主要通过基于TCP/IP协议的套接字Socket以及人工智能算法来实现本系统,本系统实现了基于Java的网络五子棋游戏,采用Eclipse编写。

主要功能包括五子棋的人机对弈和双人对弈,游戏的人机界面友好,互动性强,实现了网络休闲游戏的基本功能。

关键词:Java;人机对弈;五子棋AbstractWith the continuous development of computer technology and increasing popularity of network technology, diverse and convenient services provided by network have been an important and indispensable part of life. Today, Internet casual games, with its rapid development and virtues like health, convenience, interaction, intelligent and so on, have been the first choice of most people in entertainment.The system builds a backgammon platform with specific rules, which enables two different users to play chess or enables users to play with computer through network connecting. It is implemented mainly through socket based on TCP / IP protocol and artificial intelligence algorithms, and implements a Java-based online game of backgammon, which is edited by Eclipse. This system implements basic function, including human-machine-play and human-human-play ,and it has friendly interfaces and strong interaction.Keywords: Java;Human V ersus;Double play chess;Five in a Row目录第一章绪论 (1)1.1 五子棋发展史 (1)1.2 五子棋研究意义和现状 (1)1.3 本论文主要内容 (2)第二章系统使用工具介绍 (3)2.1 编程语言 (3)2.1.1 java语言介绍 (3)2.1.2 java语言的优点 (3)2.2 MyEclipse集成平台介绍 (5)2.2.2 MyEclipse介绍 (6)第三章系统功能分析与算法分析 (8)3.1 系统功能 (8)3.2 算法分析 (8)第四章系统设计 (12)4.1 详细功能分析 (12)4.2 设计思路 (14)4.2.1 人机对战设计 (14)第五章系统实现 (16)5.1 主界面 (16)结论 (21)致谢 (22)参考文献 (23)第一章绪论本章节主要介绍了五子棋的发展史,研究五子棋的意义和五子棋的国内外现状。

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Renju is a very old two-player board game with subtle tactics and strategies. It comes from Japan and is a professional variant of Go-Moku. In many countries, such as China, Estonia, Japan, Latvia, Russia, and Sweden, Renju is played on a high level of performance.Compared to Renju, the game of Go-Moku, mainly played in China and Japan, has rathersimple rules. Go-Moku was solved by Allis in 1992. He proved that it is a won game for theplayer to move first. In this note we claim that Renju is a first-player win too. We describeour research approach and how we arrived at this game-theoretical value.1. INTRODUCTIONIn 1992 Allis solved the game of Go-Moku by means of the computer program VICTORIA (Allis, Van den Herik, and Huntjes, 1993; Allis, 1994). The main techniques applied were proof-number search (Allis, Van der Meulen, and Van den Herik, 1994) and threat-space search (Allis, Van den Herik, and Huntjes, 1995). Since the advantage for the first player was well-known (Sakata and Ikawa, 1981), many variants of Go-Moku were developed so as to reduce the advantage of the first player, attempting to create a balanced game. Already around 1900 Japanese professional players improved the simple rules of Go-Moku by introducing that the first player (Black) is prohibited from making a double three, a double four, and an overline.After that the Renju board was diminished from 1919 (Go board size) to 1515 when it was discovered that the larger board size increases Black!s advantage. These improvements were to restrict Black!s moves so as to offset his initial advantage. In 1936 ¤when the Japanese Federation of Renju was founded ¤the rules of Renju were fully accomplished. Professional players believed that the new rules would result in a more evenly-balanced game.When the Renju players became stronger they found that the above-mentioned advanced new rules still gave great advantage to Black. Some Japanese players even showed a blackvictory in two frequently-played opening patterns (cf. Sakata and Ikawa, 1981), but their solution was incomplete because some good white moves were not analysed and later on even mistakes were found in it. In the Sakata!s book ¤Figures 31 and 32 facing page 77 ¤japanese authors suggested an strong 15 th move (A, see Figure 1). After move A, if the White's reply was move B (16 th move), the Black victory will be become very complicated, but not fully analysedby pro players. White's defence move C (16 th move) is not mentioned in this book, after this White's response we were not able to find the Black victory in some weeks. So move A was rejected (and considered to be not good move) and we chose another 15 move (D), which turn out a success. Another problem was, that there are 35 distinct second white moves possible, but only two main variations (adjacent to Black!s first move) were exhaustively analysed in that book. In Japan professional Renju players continued to study Renju in detail. Sakata and Ikawa (1981) published their analysis in 32 pages. We have exploited the analysis for our work and found other mistakes and lacunae (see also Allis, 1994). Nevertheless, the Japanese prediction is now confirmed, extended and corrected by our computer program which established Renju!sgame-theoretical value. Our project was to carry out a complete proof about the game of Renju by a computer program and to create a database of the solved game tree.In 1988, the Renju International Federation was created. At the same time, to equalise the chances of the players at the official tournaments new opening-rules regulations were adopted. The official Renju rules and the new opening regulations are described in Section 2. However, this article focuses on establishing the game-theoretical value of Renju without the newopening-rules regulations. The game we deal with is called freeRenju, it is a quite aggressive game in which almost every black move is a threat. The remainder of this note is structured as follows. After the description of the rules in Section 2, Section 3 provides a list of terms and gives their definitions. In Section 4 we explain our experimental approach and provide empirical evidence for our claim. In Section 5 some technical details on a checking program are given and in Section 6 results are presented. Section 7 contains our conclusions.Figure 12. THE RULES OF RENJUThe game of Renju is a professional variant of Go-Moku. The rules of Renju, although more complex than those of Go-Moku, are still rather simple (Sakata and Ikawa, 1981). The game is played on a board with 1515 points of intersections. Vertical lines are lettered from 'a' to 'o', and the horizontal lines are numbered from 1 to 15. The left bottom position on the board is a1. Two players, Black and White, place alternately a stone of their own colour on an empty intersection. Black starts the game and must place a black stone on the centre intersection (h8). The first player completing an unbroken line of five stones (vertically, horizontally, or diagonally) wins the game. In Renju Black has some restrictions with respect to Go-Moku, e.g, some moves are considered to be prohibited for Black. If Black makes a prohibited move either accidentally or by being forced to, White wins the game. The prohibited moves for Black are: overline, double-four, double-three(for definitions, see Section 3). White does not have prohibited moves, so Whitemay make an overline and wins the game. If none of the players succeeds in completing afive-in-a-row, and Black did not make a prohibited move and the board is full of stones, the game is considered to be drawn.The above-mentioned rules are known as the free Renju rules. In an attempt to make the game more evenly-balanced for a fair competition in official tournaments, the following eight opening-rules restrictions have been imposed on Black (i.e., the professional Renju Rules).a. Players start the game as tentative Black and tentative White. Tentative Black plays the first move on the centre intersection.b. Tentative White makes the second move diagonally, horizontally or vertically to the first move and adjacent to the first move (i.e., two different openings).c. Tentative Black plays the third move on an empty place within a zone of 55 intersections in the centre of the board (26 opening patterns).d. Tentative White has the right to change the colour of the stones (swap option).e. The player, who now has the white stones, plays the fourth move wherever (s)he wants.f. Black has to offer the opponent two possible asymmetrical fifth moves.g. White chooses one of the fifth moves which will be more advantageous to him/herself and tells Black to make the moves (s)he prefers.h. There are no restrictions on the sixth and later moves.3.TERMS AND DEFINITIONSBelow we provide a list of the terms together with their definitions.Overline: Six or more stones of the same colour in an unbroken row, either horizontally, vertically or diagonally.Five: Exact five stones of the same colour arranged in an unbroken row, either horizontally, vertically or diagonally.Straight four: Four stones of the same colour in an unbroken row (horizontally, vertically or diagonally) with both ends open. A straight four ensures a win.Four: Four stones of one colour in a row, which in one move can become a five.Three: Three stones of the same colour in an unbroken row, or with one-intersection gap between the stones that can become a straight four on the next move.Double-Four: A single move, which builds simultaneously more than one four at one time. Double-Three: A single move, which builds simultaneously more than one three at one time. Four-three: A four and a three produced simultaneously with a single move. It is the usual way for Black to create a winning formation.VCF: This acronym means: Victory by Consecutive Fours. A win that results from making fours one after another.VCT: This acronym means: Victory by Consecutive Threats. A win that results from making threats (four or three) one after another.Japanese terms:Fukumi: A move which threatens to win by VCF. Who played the fukumi move has a VCF if the opponent does not defend against this move.Yobi: A positional offensive move, which threatens to win by VCT. A yobi move is not a directforced method of attackPlaying A leads to an overline.Playing B leads to a double-four.Playing C leads to a double-three.Playing D leads to a straight four.Playing E leads to a four-three.2 FigureTHE PROGRAM AND THE EXPERIMENTAL APPROACH 4.The solving program was written in Borland Pascal language. The program goal was to establish the game-theoretical value. The program generated a winning tree for Black and stored the tree symmetrical searching tables to avoid The search process used transposition a in database. positions. Moreover, the solving program used the threat-sequence search as suggested by Allis black the first play possibility to no-threat moves, There et al. (1993). was only a very limited moves after a bad opining by White (such as moves far away from the board centre). If a whitedefending move in such a variation also was a threat then Black countered it and did not lose a threat on iterative-deepening an search based tempo in the end. The program operated sequences up to 17 plies. The speed of the threat-sequence search was 400 nodes/second on a Pentium 200 MHz machine. The deepest variations of the iterative-deepening search (17 plies) took about 15 minutes, then a VCF line was found.It was not possible to speed up the threat-sequence search (cf. Allis, 1994) since by the overline, solving In the moves became more complex. of double-three double-four and rule the order program we had implemented an automatic database builder, but all openings, fukumi, yobi, and positional moves were inputted by the hand of a human expert. In the past, the human expert assistance has been used in game solving (O. Patashnik, 1980). In total, human players produced approximately 5000 positional moves. The threat-sequence search module built all black threat sequences up to a given depth and investigated whether the position is a win for Black against every possible defence by White. After a positional black move, another module examined how Black can win if White passes. If a winning line exists then this module stores the moves of these sequences and in the next step the solving program will use these moves as white answers. All moves of the game tree were stored in the database with the exception of the last 10 plies, since searchthreat-sequence the by quickly found be can sequences winning of plies fewer or 10engine. Generating the whole game tree took about 3000 hours on a Pentium 200 MHz PC.5. THE CHECKING PROCEDUREAfter the generation of the whole game tree, the second stage of the project was checking the database. To making sure of generated database, there is necessary to develop a checking program, which plays backwards all possible white moves and then communicates with the solving program on the forward white moves (meanwhile inspecting the database). When anot-analysed white move was encountered, the solving program first took the black answer most frequently-played in that stage of the game tree. This approach gave many typical first omissions. In the checking loop, we stored white wins, black prohibited answers, and non-proved positions. The checking file contained approximately 2000 previously missing positions, which were corrected in the next proof run. The proof runs and the correction of positions were repeated several times even when the checking log did no longer contain any lacking positions. The programming of the checking program was performed by the second author in Borland Pascal programming language. This part of the solving took about 6000 hours on a Pentium 200 MHz machine.6. CONCLUSIONSWe verified and expanded the statement of Japanese Renju experts that the game of free Renju is a theoretical win for the first player to move. The game was solved after 9000 hours of using a Pentium 200 MHz. The size of the overall database is 7 Megabyte. After the final database creation, the database was checked once more and accepted as correct by a checking program written by an independent programmer. In the last checking run, no missing variationswere found by the checking program. In conclusion, free Renju should be considered a solved game. The result is that the game is a first-player win.Finally, we have good reason to believe that after building a good opening book, say of 5000moves, there's no middle game ,provide that an appropriate endgame-analysing routine is available.五子棋是一种微妙的,存在与两个玩家之间的带有战略性的棋盘游戏。

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