我正在为我的逆转游戏开发最小极大算法,这样我就会有一个强大的AI对手面对玩家。但是我遇到了这个错误:“RangeError:超过了最大调用堆栈大小”
我能做些什么来修复它?
以下是代码(我不会用伪代码来解释它,因为我的问题不是关于函数不工作的):
人工智能算法:
function minimaxAI(){
const squares = history[history.length - 1].slice()
let bestScore = -Infinity
let bestMove = null
// Perform minimax algorithm for each valid move and pick the best score
const AI = (ourPlayer === "white") ? "black" : "white"
const AIValidMoves = checkSquaresForSides()[(AI === "black") ? 0 : 1 ]
console.log(AIValidMoves)
for (var AIMove=0;AIMove<AIValidMoves.length;AIMove++){
const crds = AIValidMoves[AIMove].turned
crds.unshift(AIValidMoves[AIMove].coordinates)
const newBoard = handleMove(crds, squares)
const score = minimax(newBoard,5,(AI === "black") ? false : true)
if (score > bestScore) {
bestScore = score
bestMove = crds
}
}
const handling = bestMove
const upcomingAI = handleMove(handling)
setHistory(upcomingAI)
setStepNumber(upcomingAI.length - 1)
}
极小极大算法:
function minimax(board, depth, isMaximizing){
const AI = (ourPlayer === "white") ? "BLACK" : "WHITE"
let result = setWinnerAndTurn(true)
// Retrieve the filled squares of the current board
let currentStones = 0
history[history.length - 1].slice().map((row, y) =>
row.map((square, x) =>
currentStones += (square) ? 1 : 0
)
);
let newStones = 0
// Retrieve the filled squares of the updated board
board.map((row, y) =>
row.map((square, x) =>
newStones += (square) ? 1 : 0
)
);
console.log(currentStones)
console.log(newStones)
if (result.winner || newStones - currentStones === depth) {
// Get the evaluated version of the last move
let score = (result.winner === AI) ? Infinity : -Infinity
return score
}
if (isMaximizing){
// Play the optimal move for the opposing player
let bestScore = -Infinity
let bestMove = null
const selection = (AI === "BLACK") ? 0 : 1
const AIValidMoves = checkSquaresForSides()[selection]
console.log(AIValidMoves)
for (var AIMove=0;AIMove<AIValidMoves.length;AIMove++){
const crds = AIValidMoves[AIMove].turned
crds.unshift(AIValidMoves[AIMove].coordinates)
const newBoard = handleMove(crds, board)
const score = minimax(newBoard,10,(selection === 0) ? false : true)
if (score > bestScore) {
bestScore = score
bestMove = crds
}
}
return bestScore
} else {
// Play the optimal move for the maximizing player
let bestScore = Infinity
let bestMove = null
const selection = (AI === "BLACK") ? 1 : 0
const AIValidMoves = checkSquaresForSides()[selection]
console.log(AIValidMoves)
for (var AIMove=0;AIMove<AIValidMoves.length;AIMove++){
const crds = AIValidMoves[AIMove].turned
crds.unshift(AIValidMoves[AIMove].coordinates)
const newBoard = handleMove(crds, board)
const score = minimax(newBoard,10,(selection === 1) ? false : true)
if (score < bestScore) {
bestScore = score
bestMove = crds
}
}
return bestScore
}
}
对了,我1h前就解决问题了(现贴)。我忘记了在向树根前进的每一步中减少深度值。只是改变了这些部分:
第一次:
if (result.winner) {
// Get the evaluated version of the last move
let score = (result.winner === AI) ? Infinity : -Infinity
return score
} else if (depth === 0) {
return 0
}
第二:
const score = minimax(newBoard,depth - 1,(selection === 1) ? false : true)
否则,函数将卡在不定式移动中
而且,您可以删除它:
let currentStones = 0
history[history.length - 1].slice().map((row, y) =>
row.map((square, x) =>
currentStones += (square) ? 1 : 0
)
);
let newStones = 0
// Retrieve the filled squares of the updated board
board.map((row, y) =>
row.map((square, x) =>
newStones += (square) ? 1 : 0
)
);