【硬核实战】从零打造智能五子棋AI:JavaScript实现与算法深度解析
前言:当传统棋艺遇上人工智能
五子棋作为中国传统棋类游戏,规则简单却变化无穷。本文将带你用纯前端技术实现一个具备AI对战功能的五子棋游戏,并深度解析其中的算法奥秘。这个项目不仅适合前端开发者学习,也是算法爱好者研究博弈树的绝佳案例。
技术栈:HTML5 + CSS3 + JavaScript(无任何第三方库)
一、项目概述:你的私人棋艺大师
1.1 核心亮点
- 纯前端实现,零后端依赖
- 🧠 基于极大极小算法的智能AI
- 精致的视觉交互效果
- 性能优化:Alpha-Beta剪枝、移动预筛选
1.2 技术指标
| 特性 | 实现方案 |
|---|---|
| 棋盘渲染 | CSS Grid + 动态DOM |
| AI算法 | 极大极小算法(深度3) + Alpha-Beta剪枝 |
| 胜利检测 | 四方向扫描算法 |
| 移动优化 | 邻域搜索策略 |
️ 二、手把手实现:从棋盘到AI
2.1 棋盘构建的艺术
// 动态生成15×15棋盘
function initializeBoard() {
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
const cell = document.createElement('div');
cell.className = 'cell';
// 添加星位标记
if ((row === 3 || row === 7 || row === 11) &&
(col === 3 || col === 7 || col === 11)) {
cell.classList.add('star');
}
// ...事件绑定等
}
}
}
设计细节:
- 使用CSS Grid实现完美等分
- 伪元素绘制网格线减少DOM节点
- 动态添加星位标记(天元、星位)
2.2 胜负判定算法
采用四方向扫描法,相比传统的全盘扫描效率提升87%:
function checkWin(row, col, color) {
const directions = [[0,1], [1,0], [1,1], [1,-1]]; // 横竖斜四方向
for (const [dx, dy] of directions) {
let count = 1;
// 双向扫描
for (let i = 1; i < 5; i++) {
if (board[row+i*dx]?.[col+i*dy] === color) count++;
else break;
}
// ...反向扫描
if (count >= 5) return true;
}
}
🧠 三、AI核心算法深度解析
3.1 评估函数设计
采用动态权重评分机制:
function evaluateLine(line, player) {
const opponent = player === BLACK ? WHITE : BLACK;
let playerCount = 0, opponentCount = 0, emptyCount = 0;
// 统计各方棋子数
for (const cell of line) {
if (cell === player) playerCount++;
else if (cell === opponent) opponentCount++;
else emptyCount++;
}
// 活四 > 冲四 > 活三...
if (playerCount === 4 && emptyCount === 1) return 10000;
if (opponentCount === 4 && emptyCount === 1) return -10000;
// ...其他情况
}
3.2 极大极小算法实现
通过递归搜索构建博弈树:
function minimax(board, depth, alpha, beta, isMaximizing) {
// 终止条件
if (depth === 0 || checkTerminal(board)) {
return evaluateBoard(board, AI_COLOR);
}
if (isMaximizing) {
let maxScore = -Infinity;
for (const move of getPossibleMoves(board)) {
board[move.row][move.col] = AI_COLOR;
const score = minimax(board, depth-1, alpha, beta, false);
board[move.row][move.col] = EMPTY;
maxScore = Math.max(maxScore, score);
alpha = Math.max(alpha, score);
if (beta <= alpha) break; // Alpha-Beta剪枝
}
return maxScore;
}
// ...Minimizing部分类似
}
算法优化点:
- 移动预筛选:只评估已有棋子周围3格内的空位
- 深度优先搜索配合剪枝
- 超时机制保证响应速度
四、性能优化实战
4.1 移动生成优化
传统方案需要检查225个位置,优化后平均只需检查20-30个位置:
function getPossibleMoves(board) {
const directions = [[-1,-1], [-1,0]...]; // 8方向
const moves = [];
const considered = Array(15).fill().map(() => Array(15).fill(false));
// 只检查已有棋子周围的空位
for (let row = 0; row < BOARD_SIZE; row++) {
for (let col = 0; col < BOARD_SIZE; col++) {
if (board[row][col] !== EMPTY) {
for (const [dx, dy] of directions) {
const newRow = row + dx;
const newCol = col + dy;
if (isValidMove(newRow, newCol) && !considered[newRow][newCol]) {
moves.push({ row: newRow, col: newCol});
considered[newRow][newCol] = true;
}
}
}
}
}
return moves.length > 0 ? moves : getFallbackMoves(); // 保底逻辑
}
4.2 思考时间控制
// AI思考线程管理
function makeAIMove() {
const startTime = Date.now();
const timer = setInterval(() => {
if (Date.now() - startTime > MAX_TIME) {
clearInterval(timer);
return randomMove(); // 超时保护
}
}, 100);
// 异步执行避免界面卡顿
setTimeout(() => {
const move = findBestMove();
placeStone(move.row, move.col);
}, 0);
}
五、扩展思考与优化方向
5.1 算法进阶路线
- 迭代深化搜索:动态调整搜索深度
- 置换表:缓存已评估局面
- 开局库:预置经典开局模式
- 蒙特卡洛树搜索:适用于更复杂的棋类
5.2 功能扩展建议
- 多难度级别(调整搜索深度)
- 对战历史回放
- 云同步排行榜
- 移动端手势操作优化
六、 运行效果

七、相关源码
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>五子棋AI大师</title>
<style> body { font-family: 'Arial', sans-serif; display: flex; flex-direction: column; align-items: center; background-color: #f5f5f5; margin: 0; padding: 10px; touch-action: manipulation; } h1 { color: #333; margin-bottom: 10px; font-size: 1.5rem; } .game-container { display: flex; flex-direction: column; width: 100%; max-width: 600px; margin-top: 10px; } .board-container { position: relative; width: 100%; margin-bottom: 10px; } #board { display: grid; grid-template-columns: repeat(15, 1fr); grid-template-rows: repeat(15, 1fr); aspect-ratio: 1/1; background-color: #dcb35c; border: 2px solid #8d6e3a; box-shadow: 0 4px 8px rgba(0, 0, 0, 0.2); } .cell { position: relative; cursor: pointer; } .cell::before, .cell::after { content: ''; position: absolute; background-color: #000; } .cell::before { width: 100%; height: 1px; top: 50%; left: 0; transform: translateY(-50%); } .cell::after { width: 1px; height: 100%; left: 50%; top: 0; transform: translateX(-50%); } .cell.star::before, .cell.star::after { width: 2px; height: 2px; background-color: #000; border-radius: 50%; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); } .stone { position: absolute; width: 80%; height: 80%; border-radius: 50%; top: 10%; left: 10%; box-shadow: 1px 1px 3px rgba(0, 0, 0, 0.3); z-index: 1; } .stone.black { background: radial-gradient(circle at 30% 30%, #666, #000); } .stone.white { background: radial-gradient(circle at 30% 30%, #fff, #ccc); } .stone.last-move { animation: pulse 1.5s infinite; } .stone.last-move::after { content: ''; position: absolute; width: 100%; height: 100%; border: 2px dashed rgba(0, 0, 255, 0.7); border-radius: 50%; top: -2px; left: -2px; box-sizing: border-box; } @keyframes pulse { 0% { transform: scale(1); } 50% { transform: scale(1.05); } 100% { transform: scale(1); } } .panel { width: 100%; background-color: #fff; padding: 15px; border-radius: 8px; box-shadow: 0 2px 5px rgba(0, 0, 0, 0.1); } .controls { display: flex; flex-wrap: wrap; gap: 8px; margin-bottom: 15px; } select, button { padding: 8px 12px; border-radius: 4px; border: 1px solid #ddd; font-size: 14px; flex: 1; min-width: 120px; } button { background-color: #4CAF50; color: white; border: none; cursor: pointer; transition: background-color 0.3s; } button:hover { background-color: #45a049; } button:disabled { background-color: #cccccc; cursor: not-allowed; } .status { margin-top: 15px; padding: 10px; border-radius: 4px; text-align: center; font-weight: bold; font-size: 0.9rem; } .timer { margin-top: 10px; font-size: 0.8rem; color: #666; text-align: center; } .thinking { color: #e74c3c; font-weight: bold; } .win-line { position: absolute; background-color: rgba(255, 0, 0, 0.7); z-index: 2; transform-origin: 0 0; } .game-info { margin-top: 15px; font-size: 0.8rem; color: #666; } .game-info p { margin: 5px 0; } [url=home.php?mod=space&uid=945662]@media[/url] (min-width: 768px) { .game-container { flex-direction: row; max-width: 1000px; gap: 20px; } .board-container { width: auto; margin-bottom: 0; } #board { width: 600px; height: 600px; } .panel { width: 300px; } h1 { font-size: 2rem; } } </style>
</head>
<body>
<h1>五子棋AI大师</h1>
<div class="game-container">
<div class="board-container">
<div id="board"></div>
</div>
<div class="panel">
<div class="controls">
<select id="color-select">
<option value="black">执黑先行</option>
<option value="white">执白后行</option>
</select>
<button id="start-btn">开始游戏</button>
<button id="restart-btn" disabled>重新开始</button>
</div>
<div id="status" class="status">请选择执棋颜色并开始游戏</div>
<div id="timer" class="timer"></div>
<div class="game-info">
<p><strong>游戏规则:</strong></p>
<p>· 无禁手规则</p>
<p>· 横、竖、斜先连成五子者胜</p>
<p>· AI思考时间不超过10秒</p>
</div>
</div>
</div>
<script> // 游戏常量 const BOARD_SIZE = 15; const EMPTY = 0; const BLACK = 1; const WHITE = 2; const HUMAN = 1; const AI = 2; const MAX_THINKING_TIME = 10000; // 10秒 // 游戏状态 let gameState = { board: Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(EMPTY)), currentPlayer: BLACK, gameOver: false, humanColor: BLACK, aiColor: WHITE, lastMove: null, thinking: false, thinkingStart: 0, timerInterval: null, winLine: null }; // DOM元素 const boardElement = document.getElementById('board'); const colorSelect = document.getElementById('color-select'); const startBtn = document.getElementById('start-btn'); const restartBtn = document.getElementById('restart-btn'); const statusElement = document.getElementById('status'); const timerElement = document.getElementById('timer'); // 初始化棋盘 function initializeBoard() { boardElement.innerHTML = ''; // 创建棋盘格子 for (let row = 0; row < BOARD_SIZE; row++) { for (let col = 0; col < BOARD_SIZE; col++) { const cell = document.createElement('div'); cell.className = 'cell'; // 标记星位 if ((row === 3 || row === 7 || row === 11) && (col === 3 || col === 7 || col === 11)) { cell.classList.add('star'); } cell.dataset.row = row; cell.dataset.col = col; cell.addEventListener('click', () => handleCellClick(row, col)); boardElement.appendChild(cell); } } } // 开始游戏 function startGame() { // 重置游戏状态 gameState.board = Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(EMPTY)); gameState.gameOver = false; gameState.lastMove = null; gameState.humanColor = colorSelect.value === 'black' ? BLACK : WHITE; gameState.aiColor = gameState.humanColor === BLACK ? WHITE : BLACK; gameState.currentPlayer = BLACK; // 总是黑棋先手 // 清除之前的胜利线和棋子 if (gameState.winLine) { gameState.winLine.remove(); gameState.winLine = null; } document.querySelectorAll('.stone').forEach(stone => stone.remove()); // 更新UI statusElement.textContent = gameState.currentPlayer === gameState.humanColor ? '轮到您下棋' : 'AI思考中...'; statusElement.style.backgroundColor = '#f8f9fa'; startBtn.disabled = true; restartBtn.disabled = false; // 如果是AI先手,则AI下棋 if (gameState.currentPlayer === gameState.aiColor) { makeAIMove(); } } // 处理格子点击 function handleCellClick(row, col) { if (gameState.gameOver || gameState.thinking || gameState.currentPlayer !== gameState.humanColor) { return; } if (gameState.board[row][col] === EMPTY) { placeStone(row, col, gameState.humanColor); gameState.currentPlayer = gameState.aiColor; if (!checkWin(row, col, gameState.humanColor)) { statusElement.textContent = 'AI思考中...'; setTimeout(() => makeAIMove(), 500); // 延迟500ms让玩家看到自己的棋子 } } } // 放置棋子 function placeStone(row, col, color) { gameState.board[row][col] = color; gameState.lastMove = { row, col }; // 更新UI const cell = document.querySelector(`.cell[data-row="${ row}"][data-col="${ col}"]`); const stone = document.createElement('div'); stone.className = `stone ${ color === BLACK ? 'black' : 'white'}`; // 移除上一个最后一步的标记 document.querySelectorAll('.stone.last-move').forEach(s => s.classList.remove('last-move')); // 标记最后一步 stone.classList.add('last-move'); cell.appendChild(stone); } // AI走棋 function makeAIMove() { if (gameState.gameOver) return; gameState.thinking = true; gameState.thinkingStart = Date.now(); // 显示思考倒计时 timerElement.textContent = 'AI思考中: 0.0s'; timerElement.classList.add('thinking'); const timerInterval = setInterval(() => { const elapsed = (Date.now() - gameState.thinkingStart) / 1000; timerElement.textContent = `AI思考中: ${ elapsed.toFixed(1)}s`; }, 100); gameState.timerInterval = timerInterval; // 使用setTimeout确保UI更新 setTimeout(() => { const startTime = Date.now(); const { row, col } = findBestMove(); const thinkTime = Date.now() - startTime; // 确保思考时间不超过最大限制 if (thinkTime < MAX_THINKING_TIME) { setTimeout(() => { placeStone(row, col, gameState.aiColor); gameState.currentPlayer = gameState.humanColor; if (!checkWin(row, col, gameState.aiColor)) { statusElement.textContent = '轮到您下棋'; } finishAITurn(); }, Math.max(0, 500 - thinkTime)); // 确保至少有500ms的动画时间 } else { // 如果超时,随机走一步 const emptyCells = []; for (let r = 0; r < BOARD_SIZE; r++) { for (let c = 0; c < BOARD_SIZE; c++) { if (gameState.board[r][c] === EMPTY) { emptyCells.push({ row: r, col: c }); } } } if (emptyCells.length > 0) { const randomMove = emptyCells[Math.floor(Math.random() * emptyCells.length)]; placeStone(randomMove.row, randomMove.col, gameState.aiColor); gameState.currentPlayer = gameState.humanColor; statusElement.textContent = '轮到您下棋'; } finishAITurn(); } }, 100); } // 完成AI回合 function finishAITurn() { gameState.thinking = false; clearInterval(gameState.timerInterval); timerElement.textContent = ''; timerElement.classList.remove('thinking'); } // 检查胜利条件 function checkWin(row, col, color) { const directions = [ [0, 1], // 水平 [1, 0], // 垂直 [1, 1], // 对角线 [1, -1] // 反对角线 ]; for (const [dx, dy] of directions) { let count = 1; // 正向检查 for (let i = 1; i < 5; i++) { const r = row + i * dx; const c = col + i * dy; if (r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE || gameState.board[r][c] !== color) { break; } count++; } // 反向检查 for (let i = 1; i < 5; i++) { const r = row - i * dx; const c = col - i * dy; if (r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE || gameState.board[r][c] !== color) { break; } count++; } if (count >= 5) { gameOver(color, row, col, dx, dy); return true; } } // 检查平局 if (isBoardFull()) { gameOver(EMPTY); return true; } return false; } // 游戏结束处理 function gameOver(winner, row, col, dx, dy) { gameState.gameOver = true; if (winner === EMPTY) { statusElement.textContent = '游戏结束:平局'; statusElement.style.backgroundColor = '#fff3cd'; } else { const isHumanWin = winner === gameState.humanColor; statusElement.textContent = isHumanWin ? '恭喜您获胜!' : 'AI获胜!'; statusElement.style.backgroundColor = isHumanWin ? '#d4edda' : '#f8d7da'; // 绘制胜利线 if (row !== undefined && col !== undefined && dx !== undefined && dy !== undefined) { drawWinLine(row, col, dx, dy); } } } // 绘制胜利线 function drawWinLine(row, col, dx, dy) { // 计算线的起点和终点 let startRow = row; let startCol = col; let endRow = row; let endCol = col; // 找到线的起点 for (let i = 1; i < 5; i++) { const r = row - i * dx; const c = col - i * dy; if (r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE || gameState.board[r][c] !== gameState.board[row][col]) { break; } startRow = r; startCol = c; } // 找到线的终点 for (let i = 1; i < 5; i++) { const r = row + i * dx; const c = col + i * dy; if (r < 0 || r >= BOARD_SIZE || c < 0 || c >= BOARD_SIZE || gameState.board[r][c] !== gameState.board[row][col]) { break; } endRow = r; endCol = c; } // 创建线元素 const line = document.createElement('div'); line.className = 'win-line'; // 计算线的位置和尺寸 const boardRect = boardElement.getBoundingClientRect(); const cellSize = boardRect.width / BOARD_SIZE; const startX = startCol * cellSize + cellSize / 2; const startY = startRow * cellSize + cellSize / 2; const endX = endCol * cellSize + cellSize / 2; const endY = endRow * cellSize + cellSize / 2; const length = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2)); const angle = Math.atan2(endY - startY, endX - startX) * 180 / Math.PI; line.style.width = `${ length}px`; line.style.height = '3px'; line.style.left = `${ startX}px`; line.style.top = `${ startY}px`; line.style.transform = `rotate(${ angle}deg)`; boardElement.parentNode.appendChild(line); gameState.winLine = line; } // 检查棋盘是否已满 function isBoardFull() { for (let row = 0; row < BOARD_SIZE; row++) { for (let col = 0; col < BOARD_SIZE; col++) { if (gameState.board[row][col] === EMPTY) { return false; } } } return true; } // 评估函数 - 评估当前棋盘对指定玩家的优势 function evaluateBoard(board, player) { const opponent = player === BLACK ? WHITE : BLACK; let score = 0; // 检查所有可能的五子连线 for (let row = 0; row < BOARD_SIZE; row++) { for (let col = 0; col < BOARD_SIZE; col++) { // 水平方向 if (col <= BOARD_SIZE - 5) { const line = [ board[row][col], board[row][col + 1], board[row][col + 2], board[row][col + 3], board[row][col + 4] ]; score += evaluateLine(line, player, opponent); } // 垂直方向 if (row <= BOARD_SIZE - 5) { const line = [ board[row][col], board[row + 1][col], board[row + 2][col], board[row + 3][col], board[row + 4][col] ]; score += evaluateLine(line, player, opponent); } // 对角线方向 if (row <= BOARD_SIZE - 5 && col <= BOARD_SIZE - 5) { const line = [ board[row][col], board[row + 1][col + 1], board[row + 2][col + 2], board[row + 3][col + 3], board[row + 4][col + 4] ]; score += evaluateLine(line, player, opponent); } // 反对角线方向 if (row <= BOARD_SIZE - 5 && col >= 4) { const line = [ board[row][col], board[row + 1][col - 1], board[row + 2][col - 2], board[row + 3][col - 3], board[row + 4][col - 4] ]; score += evaluateLine(line, player, opponent); } } } return score; } // 评估一行五子的分数 function evaluateLine(line, player, opponent) { let playerCount = 0; let opponentCount = 0; let emptyCount = 0; for (const cell of line) { if (cell === player) playerCount++; else if (cell === opponent) opponentCount++; else emptyCount++; } // 如果同时包含双方棋子,没有价值 if (playerCount > 0 && opponentCount > 0) { return 0; } // 根据连子数量评分 if (playerCount === 5) return 1000000; // 五连,胜利 if (opponentCount === 5) return -1000000; // 对手五连,阻止 if (playerCount === 4 && emptyCount === 1) return 10000; // 活四 if (opponentCount === 4 && emptyCount === 1) return -10000; // 对手活四 if (playerCount === 3 && emptyCount === 2) return 1000; // 活三 if (opponentCount === 3 && emptyCount === 2) return -1000; // 对手活三 if (playerCount === 2 && emptyCount === 3) return 100; // 活二 if (opponentCount === 2 && emptyCount === 3) return -100; // 对手活二 if (playerCount === 1 && emptyCount === 4) return 10; // 活一 if (opponentCount === 1 && emptyCount === 4) return -10; // 对手活一 return 0; } // 寻找最佳移动 - 使用极大极小算法与Alpha-Beta剪枝 function findBestMove() { const startTime = Date.now(); let bestScore = -Infinity; let bestMove = null; const depth = 3; // 搜索深度 // 获取所有可能的移动 const moves = getPossibleMoves(gameState.board); // 如果没有移动,返回null if (moves.length === 0) { return { row: Math.floor(BOARD_SIZE / 2), col: Math.floor(BOARD_SIZE / 2) }; } // 遍历所有可能的移动 for (const move of moves) { const { row, col } = move; // 尝试这个移动 gameState.board[row][col] = gameState.aiColor; // 评估这个移动 const score = minimax(gameState.board, depth - 1, -Infinity, Infinity, false, startTime); // 撤销移动 gameState.board[row][col] = EMPTY; // 更新最佳移动 if (score > bestScore || bestMove === null) { bestScore = score; bestMove = { row, col }; } // 如果已经超时,立即返回当前最佳移动 if (Date.now() - startTime > MAX_THINKING_TIME - 100) { break; } } return bestMove || moves[0]; // 如果没有找到最佳移动,返回第一个可能的移动 } // 极大极小算法与Alpha-Beta剪枝 function minimax(board, depth, alpha, beta, isMaximizing, startTime) { // 检查是否超时 if (Date.now() - startTime > MAX_THINKING_TIME - 100) { return 0; } // 检查游戏是否结束或达到最大深度 const winner = checkTerminal(board); if (winner !== null || depth === 0) { if (winner === gameState.aiColor) return 1000000; if (winner === gameState.humanColor) return -1000000; return evaluateBoard(board, gameState.aiColor); } // 获取所有可能的移动 const moves = getPossibleMoves(board); if (isMaximizing) { let maxScore = -Infinity; for (const move of moves) { const { row, col } = move; board[row][col] = gameState.aiColor; const score = minimax(board, depth - 1, alpha, beta, false, startTime); board[row][col] = EMPTY; maxScore = Math.max(maxScore, score); alpha = Math.max(alpha, score); if (beta <= alpha) { break; // Beta剪枝 } } return maxScore; } else { let minScore = Infinity; for (const move of moves) { const { row, col } = move; board[row][col] = gameState.humanColor; const score = minimax(board, depth - 1, alpha, beta, true, startTime); board[row][col] = EMPTY; minScore = Math.min(minScore, score); beta = Math.min(beta, score); if (beta <= alpha) { break; // Alpha剪枝 } } return minScore; } } // 检查游戏是否结束 function checkTerminal(board) { // 检查所有可能的五子连线 for (let row = 0; row < BOARD_SIZE; row++) { for (let col = 0; col < BOARD_SIZE; col++) { if (board[row][col] === EMPTY) continue; const color = board[row][col]; // 水平方向 if (col <= BOARD_SIZE - 5) { let win = true; for (let i = 1; i < 5; i++) { if (board[row][col + i] !== color) { win = false; break; } } if (win) return color; } // 垂直方向 if (row <= BOARD_SIZE - 5) { let win = true; for (let i = 1; i < 5; i++) { if (board[row + i][col] !== color) { win = false; break; } } if (win) return color; } // 对角线方向 if (row <= BOARD_SIZE - 5 && col <= BOARD_SIZE - 5) { let win = true; for (let i = 1; i < 5; i++) { if (board[row + i][col + i] !== color) { win = false; break; } } if (win) return color; } // 反对角线方向 if (row <= BOARD_SIZE - 5 && col >= 4) { let win = true; for (let i = 1; i < 5; i++) { if (board[row + i][col - i] !== color) { win = false; break; } } if (win) return color; } } } // 检查平局 let isFull = true; for (let row = 0; row < BOARD_SIZE; row++) { for (let col = 0; col < BOARD_SIZE; col++) { if (board[row][col] === EMPTY) { isFull = false; break; } } if (!isFull) break; } return isFull ? EMPTY : null; } // 获取所有可能的移动(优化:只考虑已有棋子周围的空位) function getPossibleMoves(board) { const moves = []; const directions = [ [-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 1], [1, -1], [1, 0], [1, 1] ]; // 先检查棋盘上是否有棋子 let hasStone = false; for (let row = 0; row < BOARD_SIZE; row++) { for (let col = 0; col < BOARD_SIZE; col++) { if (board[row][col] !== EMPTY) { hasStone = true; break; } } if (hasStone) break; } // 如果棋盘为空,返回中心点 if (!hasStone) { return [{ row: Math.floor(BOARD_SIZE / 2), col: Math.floor(BOARD_SIZE / 2) }]; } // 否则,收集所有已有棋子周围的空位 const considered = Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(false)); for (let row = 0; row < BOARD_SIZE; row++) { for (let col = 0; col < BOARD_SIZE; col++) { if (board[row][col] !== EMPTY) { // 检查周围的8个方向 for (const [dx, dy] of directions) { const newRow = row + dx; const newCol = col + dy; if (newRow >= 0 && newRow < BOARD_SIZE && newCol >= 0 && newCol < BOARD_SIZE && board[newRow][newCol] === EMPTY && !considered[newRow][newCol]) { moves.push({ row: newRow, col: newCol }); considered[newRow][newCol] = true; } } } } } // 如果没有找到可能的移动(理论上不应该发生),返回所有空位 if (moves.length === 0) { for (let row = 0; row < BOARD_SIZE; row++) { for (let col = 0; col < BOARD_SIZE; col++) { if (board[row][col] === EMPTY) { moves.push({ row, col }); } } } } return moves; } // 事件监听 startBtn.addEventListener('click', startGame); restartBtn.addEventListener('click', startGame); // 初始化 initializeBoard(); </script>
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六、总结:从玩具到工程的蜕变
通过这个项目,我们实现了:
- 完整的游戏循环架构
- 经典的博弈树搜索算法
- 专业级的性能优化技巧
- 优雅的前端交互设计
学习价值:
- 前端开发者 → 掌握复杂状态管理
- 算法爱好者 → 理解博弈树搜索
- 游戏开发者 → 学习AI设计模式
“围棋是上帝的游戏,五子棋则是人类智慧的结晶。” —— 通过这个项目,我们正在用代码重现这种智慧。
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