2018-03-14 04:20:15 +09:00
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/**
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* -AI-
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* Botのバックエンド(思考を担当)
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*
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* 対話と思考を同じプロセスで行うと、思考時間が長引いたときにストリームから
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* 切断されてしまうので、別々のプロセスで行うようにします
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*/
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2018-03-15 20:19:26 +09:00
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import * as request from 'request-promise-native';
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2018-03-14 04:20:15 +09:00
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import Othello, { Color } from '../core';
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2018-03-29 01:20:40 +09:00
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import conf from '../../../../conf';
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2018-03-14 04:20:15 +09:00
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let game;
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let form;
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/**
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2018-03-15 20:19:26 +09:00
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* BotアカウントのユーザーID
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2018-03-14 04:20:15 +09:00
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*/
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2018-03-15 20:19:26 +09:00
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const id = conf.othello_ai.id;
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2018-03-14 04:20:15 +09:00
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2018-03-15 20:19:26 +09:00
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/**
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* BotアカウントのAPIキー
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*/
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const i = conf.othello_ai.i;
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let post;
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process.on('message', async msg => {
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2018-03-14 04:20:15 +09:00
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// 親プロセスからデータをもらう
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if (msg.type == '_init_') {
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game = msg.game;
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form = msg.form;
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}
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// フォームが更新されたとき
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if (msg.type == 'update-form') {
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form.find(i => i.id == msg.body.id).value = msg.body.value;
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}
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// ゲームが始まったとき
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if (msg.type == 'started') {
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onGameStarted(msg.body);
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//#region TLに投稿する
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const game = msg.body;
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2018-03-16 22:38:28 +09:00
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const url = `${conf.url}/othello/${game.id}`;
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2018-03-14 04:20:15 +09:00
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const user = game.user1_id == id ? game.user2 : game.user1;
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const isSettai = form[0].value === 0;
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const text = isSettai
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2018-03-27 12:53:56 +09:00
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? `?[${user.name}](${conf.url}/@${user.username})さんの接待を始めました!`
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: `対局を?[${user.name}](${conf.url}/@${user.username})さんと始めました! (強さ${form[0].value})`;
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2018-03-16 22:38:28 +09:00
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const res = await request.post(`${conf.api_url}/posts/create`, {
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2018-03-15 20:19:26 +09:00
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json: { i,
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text: `${text}\n→[観戦する](${url})`
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}
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2018-03-14 04:20:15 +09:00
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});
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2018-03-16 22:38:28 +09:00
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2018-03-15 20:19:26 +09:00
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post = res.created_post;
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2018-03-14 04:20:15 +09:00
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//#endregion
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}
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// ゲームが終了したとき
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if (msg.type == 'ended') {
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// ストリームから切断
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process.send({
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type: 'close'
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});
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//#region TLに投稿する
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const user = game.user1_id == id ? game.user2 : game.user1;
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const isSettai = form[0].value === 0;
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const text = isSettai
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? msg.body.winner_id === null
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2018-03-27 12:53:56 +09:00
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? `?[${user.name}](${conf.url}/@${user.username})さんに接待で引き分けました...`
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2018-03-14 04:20:15 +09:00
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: msg.body.winner_id == id
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2018-03-27 12:53:56 +09:00
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? `?[${user.name}](${conf.url}/@${user.username})さんに接待で勝ってしまいました...`
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: `?[${user.name}](${conf.url}/@${user.username})さんに接待で負けてあげました♪`
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2018-03-14 04:20:15 +09:00
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: msg.body.winner_id === null
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2018-03-27 12:53:56 +09:00
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? `?[${user.name}](${conf.url}/@${user.username})さんと引き分けました~`
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2018-03-14 04:20:15 +09:00
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: msg.body.winner_id == id
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2018-03-27 12:53:56 +09:00
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? `?[${user.name}](${conf.url}/@${user.username})さんに勝ちました♪`
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: `?[${user.name}](${conf.url}/@${user.username})さんに負けました...`;
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2018-03-16 22:38:28 +09:00
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2018-03-16 23:56:20 +09:00
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await request.post(`${conf.api_url}/posts/create`, {
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2018-03-15 20:19:26 +09:00
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json: { i,
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2018-03-17 00:04:33 +09:00
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repost_id: post.id,
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2018-03-15 20:19:26 +09:00
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text: text
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}
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2018-03-14 04:20:15 +09:00
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});
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//#endregion
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2018-03-16 22:30:08 +09:00
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process.exit();
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2018-03-14 04:20:15 +09:00
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}
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// 打たれたとき
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if (msg.type == 'set') {
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onSet(msg.body);
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}
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});
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let o: Othello;
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let botColor: Color;
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// 各マスの強さ
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2018-03-16 23:38:53 +09:00
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let cellWeights;
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2018-03-14 04:20:15 +09:00
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/**
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* ゲーム開始時
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* @param g ゲーム情報
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*/
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function onGameStarted(g) {
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game = g;
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// オセロエンジン初期化
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o = new Othello(game.settings.map, {
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isLlotheo: game.settings.is_llotheo,
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canPutEverywhere: game.settings.can_put_everywhere,
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loopedBoard: game.settings.looped_board
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});
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// 各マスの価値を計算しておく
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2018-03-16 23:38:53 +09:00
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cellWeights = o.map.map((pix, i) => {
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2018-03-14 04:20:15 +09:00
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if (pix == 'null') return 0;
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const [x, y] = o.transformPosToXy(i);
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let count = 0;
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const get = (x, y) => {
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if (x < 0 || y < 0 || x >= o.mapWidth || y >= o.mapHeight) return 'null';
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return o.mapDataGet(o.transformXyToPos(x, y));
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};
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if (get(x , y - 1) == 'null') count++;
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if (get(x + 1, y - 1) == 'null') count++;
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if (get(x + 1, y ) == 'null') count++;
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if (get(x + 1, y + 1) == 'null') count++;
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if (get(x , y + 1) == 'null') count++;
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if (get(x - 1, y + 1) == 'null') count++;
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if (get(x - 1, y ) == 'null') count++;
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if (get(x - 1, y - 1) == 'null') count++;
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//return Math.pow(count, 3);
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2018-03-16 22:23:53 +09:00
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return count >= 4 ? 1 : 0;
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2018-03-14 04:20:15 +09:00
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});
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botColor = game.user1_id == id && game.black == 1 || game.user2_id == id && game.black == 2;
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if (botColor) {
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think();
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}
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}
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function onSet(x) {
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2018-03-15 14:09:38 +09:00
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o.put(x.color, x.pos);
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2018-03-14 04:20:15 +09:00
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if (x.next === botColor) {
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think();
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}
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}
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2018-03-16 23:38:53 +09:00
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const db = {};
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2018-03-14 04:20:15 +09:00
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function think() {
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console.log('Thinking...');
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2018-03-16 23:38:53 +09:00
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console.time('think');
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2018-03-14 04:20:15 +09:00
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const isSettai = form[0].value === 0;
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// 接待モードのときは、全力(5手先読みくらい)で負けるようにする
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const maxDepth = isSettai ? 5 : form[0].value;
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2018-03-16 23:38:53 +09:00
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/**
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* Botにとってある局面がどれだけ有利か取得する
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*/
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function staticEval() {
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let score = o.canPutSomewhere(botColor).length;
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cellWeights.forEach((weight, i) => {
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// 係数
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const coefficient = 30;
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weight = weight * coefficient;
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const stone = o.board[i];
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if (stone === botColor) {
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// TODO: 価値のあるマスに設置されている自分の石に縦か横に接するマスは価値があると判断する
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score += weight;
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} else if (stone !== null) {
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score -= weight;
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}
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});
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// ロセオならスコアを反転
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if (game.settings.is_llotheo) score = -score;
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// 接待ならスコアを反転
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if (isSettai) score = -score;
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return score;
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}
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2018-03-14 04:20:15 +09:00
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/**
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* αβ法での探索
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*/
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2018-03-16 23:38:53 +09:00
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const dive = (pos: number, alpha = -Infinity, beta = Infinity, depth = 0): number => {
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2018-03-14 04:20:15 +09:00
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// 試し打ち
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2018-03-15 14:09:38 +09:00
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o.put(o.turn, pos);
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2018-03-14 04:20:15 +09:00
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const key = o.board.toString();
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let cache = db[key];
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if (cache) {
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if (alpha >= cache.upper) {
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2018-03-15 14:09:38 +09:00
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o.undo();
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2018-03-14 04:20:15 +09:00
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return cache.upper;
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}
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if (beta <= cache.lower) {
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2018-03-15 14:09:38 +09:00
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o.undo();
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2018-03-14 04:20:15 +09:00
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return cache.lower;
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}
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alpha = Math.max(alpha, cache.lower);
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beta = Math.min(beta, cache.upper);
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} else {
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cache = {
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upper: Infinity,
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lower: -Infinity
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};
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}
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const isBotTurn = o.turn === botColor;
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// 勝った
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if (o.turn === null) {
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const winner = o.winner;
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// 勝つことによる基本スコア
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const base = 10000;
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let score;
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if (game.settings.is_llotheo) {
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// 勝ちは勝ちでも、より自分の石を少なくした方が美しい勝ちだと判定する
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score = o.winner ? base - (o.blackCount * 100) : base - (o.whiteCount * 100);
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} else {
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// 勝ちは勝ちでも、より相手の石を少なくした方が美しい勝ちだと判定する
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score = o.winner ? base + (o.blackCount * 100) : base + (o.whiteCount * 100);
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}
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// 巻き戻し
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2018-03-15 14:09:38 +09:00
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o.undo();
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2018-03-14 04:20:15 +09:00
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// 接待なら自分が負けた方が高スコア
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return isSettai
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? winner !== botColor ? score : -score
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: winner === botColor ? score : -score;
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}
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if (depth === maxDepth) {
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2018-03-16 23:38:53 +09:00
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// 静的に評価
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const score = staticEval();
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2018-03-14 04:20:15 +09:00
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// 巻き戻し
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2018-03-15 14:09:38 +09:00
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o.undo();
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2018-03-14 04:20:15 +09:00
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return score;
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} else {
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const cans = o.canPutSomewhere(o.turn);
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let value = isBotTurn ? -Infinity : Infinity;
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let a = alpha;
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let b = beta;
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// 次のターンのプレイヤーにとって最も良い手を取得
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for (const p of cans) {
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if (isBotTurn) {
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2018-03-16 23:38:53 +09:00
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const score = dive(p, a, beta, depth + 1);
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2018-03-14 04:20:15 +09:00
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value = Math.max(value, score);
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a = Math.max(a, value);
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if (value >= beta) break;
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} else {
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2018-03-16 23:38:53 +09:00
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const score = dive(p, alpha, b, depth + 1);
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2018-03-14 04:20:15 +09:00
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value = Math.min(value, score);
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b = Math.min(b, value);
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if (value <= alpha) break;
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}
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}
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// 巻き戻し
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2018-03-15 14:09:38 +09:00
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o.undo();
|
2018-03-14 04:20:15 +09:00
|
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|
|
|
|
|
|
|
if (value <= alpha) {
|
|
|
|
|
cache.upper = value;
|
|
|
|
|
} else if (value >= beta) {
|
|
|
|
|
cache.lower = value;
|
|
|
|
|
} else {
|
|
|
|
|
cache.upper = value;
|
|
|
|
|
cache.lower = value;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
db[key] = cache;
|
|
|
|
|
|
|
|
|
|
return value;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
2018-03-16 23:38:53 +09:00
|
|
|
|
/**
|
|
|
|
|
* αβ法での探索(キャッシュ無し)(デバッグ用)
|
|
|
|
|
*/
|
|
|
|
|
const dive2 = (pos: number, alpha = -Infinity, beta = Infinity, depth = 0): number => {
|
|
|
|
|
// 試し打ち
|
|
|
|
|
o.put(o.turn, pos);
|
|
|
|
|
|
|
|
|
|
const isBotTurn = o.turn === botColor;
|
|
|
|
|
|
|
|
|
|
// 勝った
|
|
|
|
|
if (o.turn === null) {
|
|
|
|
|
const winner = o.winner;
|
|
|
|
|
|
|
|
|
|
// 勝つことによる基本スコア
|
|
|
|
|
const base = 10000;
|
|
|
|
|
|
|
|
|
|
let score;
|
|
|
|
|
|
|
|
|
|
if (game.settings.is_llotheo) {
|
|
|
|
|
// 勝ちは勝ちでも、より自分の石を少なくした方が美しい勝ちだと判定する
|
|
|
|
|
score = o.winner ? base - (o.blackCount * 100) : base - (o.whiteCount * 100);
|
|
|
|
|
} else {
|
|
|
|
|
// 勝ちは勝ちでも、より相手の石を少なくした方が美しい勝ちだと判定する
|
|
|
|
|
score = o.winner ? base + (o.blackCount * 100) : base + (o.whiteCount * 100);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 巻き戻し
|
|
|
|
|
o.undo();
|
|
|
|
|
|
|
|
|
|
// 接待なら自分が負けた方が高スコア
|
|
|
|
|
return isSettai
|
|
|
|
|
? winner !== botColor ? score : -score
|
|
|
|
|
: winner === botColor ? score : -score;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (depth === maxDepth) {
|
|
|
|
|
// 静的に評価
|
|
|
|
|
const score = staticEval();
|
|
|
|
|
|
|
|
|
|
// 巻き戻し
|
|
|
|
|
o.undo();
|
|
|
|
|
|
|
|
|
|
return score;
|
|
|
|
|
} else {
|
|
|
|
|
const cans = o.canPutSomewhere(o.turn);
|
|
|
|
|
|
|
|
|
|
// 次のターンのプレイヤーにとって最も良い手を取得
|
|
|
|
|
for (const p of cans) {
|
|
|
|
|
if (isBotTurn) {
|
|
|
|
|
alpha = Math.max(alpha, dive2(p, alpha, beta, depth + 1));
|
|
|
|
|
} else {
|
|
|
|
|
beta = Math.min(beta, dive2(p, alpha, beta, depth + 1));
|
|
|
|
|
}
|
2018-03-17 00:22:22 +09:00
|
|
|
|
if (alpha >= beta) break;
|
2018-03-16 23:38:53 +09:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 巻き戻し
|
|
|
|
|
o.undo();
|
|
|
|
|
|
|
|
|
|
return isBotTurn ? alpha : beta;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
2018-03-14 04:20:15 +09:00
|
|
|
|
const cans = o.canPutSomewhere(botColor);
|
2018-03-16 23:38:53 +09:00
|
|
|
|
const scores = cans.map(p => dive(p));
|
2018-03-14 04:20:15 +09:00
|
|
|
|
const pos = cans[scores.indexOf(Math.max(...scores))];
|
|
|
|
|
|
|
|
|
|
console.log('Thinked:', pos);
|
2018-03-16 23:38:53 +09:00
|
|
|
|
console.timeEnd('think');
|
2018-03-14 04:20:15 +09:00
|
|
|
|
|
|
|
|
|
process.send({
|
|
|
|
|
type: 'put',
|
|
|
|
|
pos
|
|
|
|
|
});
|
|
|
|
|
}
|