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C ++遍歷2D向量在一行中找到3

[英]C++ iterate through a 2D vector to find 3 in a row

大家好,我們正在開發一款C ++小游戲“ Connect 3”。 就像Connect 4一樣 ,除了我們只需要匹配3即可贏得比賽。 我將板保存在2D向量中,該向量具有整數。

vector< vector<int> > vector2d;

我將“ X”存儲為1,將“ O”存儲為-1,其中0為空白。 到目前為止,它似乎一直在工作。

因此,在我與計算機對抗的算法中,它找到了可能的最佳移動方式。 我已經完成了算法,但是它需要知道什么時候遇到了“基本情況”。 (這是遞歸的。)一個基本情況是:

  1. 有人連續獲得3個,或者
  2. 董事會已滿

檢查電路板是否已滿很容易。 我只是遍歷,看看是否有任何空格為“ 0”。 如果是,則說明板未滿。 但是在檢查之前,我需要查看是否有人連續獲得3個,這就是我遇到的問題。 我能想到的唯一方法是又大又復雜,要經過3次不同的董事會,尋找水平比賽3,垂直比賽3和對角線比賽3。我什至不知道從哪里開始這樣做,我希望有一個更好的方法。 幫助將不勝感激!

另外,不確定是否允許使用Boost,但到目前為止還沒有,我不想使用它。 (不確定學校計算機是否裝有)。

編輯:董事會不需要是3 x3。它可以是1 x 7、7 x 7或任何大小。 如果不是合法大小(0,0),我的代碼會告訴用戶,但是其他任何板都可以工作。 我使用矢量大小來查看電路板有多大。

您不必每次都檢查整個電路板。 只有新零件會有所作為,因此您只需要檢查包括新零件在內的那些最終條件。 您需要檢查8個不同的方向,但是每兩個方向都在同一行,應該一起檢查。 方向可以定義為(delta_X,delta_Y)對:(1,0),(0,1),(1,1),(1,-1)。 您的代碼應在各個方向上遍歷(例如Leonid的代碼),並嘗試計算與新片段具有相同值的盡可能多的片段。 然后,它應該以與當前方向成(-x,-y)的相反方向來回移動,並且還要對這些部分進行計數。 如果計件數為N-1(已經計入新件數),那么您就有贏家。

因此,假設您使用的是3x3電路板。 可以形成有限數量的獲勝線。

1 0 0    1 1 1   1 0 0   0 0 1   0 0 1   0 0 0   0 0 0   0 1 0
1 0 0    0 0 0   0 1 0   0 1 0   0 0 1   1 1 1   0 0 0   0 1 0
1 0 0    0 0 0   0 0 1   1 0 0   0 0 1   0 0 0   1 1 1   0 1 0

現在,如果您給每個電路板位置進行如下分配:

 1   2   4
 8  16  32
64 128 256

現在您可以算出8條獲勝線如下:

  1 |   8 |  64  = 73
  1 |   2 |   4  = 7
  1 |  16 | 256  = 273
  4 |  16 |  64  = 84
  4 |  32 | 256  = 292
  8 |  16 |  32  = 56
 64 | 128 | 256  = 448
  2 |  16 | 128  = 146

現在,如果您在給定玩家擁有的任何位置上存儲1,則可以輕松地通過上面的每個“解決方案”並針對上面的8個值進行測試。

因此,假設2位玩家的位置如下:

  1 1 0  0 0 1
  1 0 0  0 1 1
  1 0 1  0 1 0

如果您按照以下“解決方案”中的說明計算值,則會得到

  1 |  2 |  8 |  64 | 256 = 331
  4 | 16 | 32 | 128       = 180

因此,我們知道勝出線是1 | 8 | 64 = 73行,因此我們可以使用以下方法進行測試

  331 & 73 = 73
  180 & 73 = 0

因此,我們可以輕松地檢測到玩家1連續有3個,並且由於“與”不為0而有一個。

這意味着您最多可以計算8個步驟的贏家(即對照8個可能的答案檢查兩位選手的總成績)。

顯然,復雜度會隨着您變大而增加,並且用完所有位(似乎要看一下std :: bitset,例如如何處理該問題)時,它看起來會變得復雜得多,但是最終游戲要比進行一次迭代檢查的迭代次數更少蠻力法。 顯然,這需要花費更多的時間來設置,但每種板型僅計算一次最終游戲條件,這樣就可以在多個游戲中分攤時間。

無論如何...那就是我會怎么做:D

從算法復雜性的角度來看,以下C ++ O(N*M)解決方案是最好的選擇,因為我們需要檢查最壞情況下的電路板上的每個單元。 它遍歷所有細胞在板( ij ),嘗試在4個方向(去k ),並從那里檢查到3個細胞( l方向) k被占用和相等。

vector<vector<int> > board(n, vector<int>(m)); // initialize
/*          down  down-right right  up-right */
int di[] = {1,    1,          0,    -1        }; // four directions i coordinate
int dj[] = {0,    1,          1,     1        }; // four directions j coordinate
for (int i = 0; i < n; i++) { // for each row
    for (int j = 0; j < m; j++) { // for each column
        for (int k = 0; k < 4; k++) { // for each direction
            int ii = i, jj = j;
            bool found = true;
            if (board[ii][jj] == 0) continue; // empty space
            for (int l = 1; l < 3 && found; l++) { // need 3 in a row
                int iii = ii + di[k], jjj = jj + dj[k];
                if (iii < 0 || iii >= n) found = false, continue; // off bounds
                if (jjj < 0 || jjj >= n) found = false, continue; // off bounds
                if (board[iii][jjj] != board[ii][jj]) found = false;
            }
            if (found) {
                printf("Hurray!\n");
                return;
            }
        }
    }
}

我做了這樣的游戲,這實際上是我用C ++所做的第一件事(誰需要打招呼:P)

每個人都可以根據需要使用它。

只是不要忘了這是我的第一篇C ++東西,它肯定沒有正確編碼:P,但其中包含一些不錯的C ++東西。 但是,這里有一個100%優化的搜索算法,可以檢查所需排列的絕對數量最少,以確保連續三場獲勝條件具有豐富的注釋和ASCII藝術。 那可能很有用。

哦,幾乎忘了提及,這是一個控制台應用程序(黑屏DOS envi,無論它叫什么)。 它具有一個AI(如果這是我的最新版本),應該做得很好。 並且網格是動態構建的(這是最困難的部分),U可以連續播放3個,但是最大可以播放20x20網格(我發現la腳的游戲,在重力作用下連續播放4個會更加有趣)

干得好:

// DrieOpEenRij.cpp : Defines the entry point for the console application.

     #include "stdafx.h"
     #include <iostream>
     #include <string>
     #include <typeinfo>

    using namespace std;

    typedef unsigned short USHORT;

    //USE ONLY IN A SQUARE GRID
    //This method checks a win for the minimimum amount of spaces covering 100% amount of the grid
    //It has 100% coverage and close to 0% overhead, discrimination between who to check for is required and
    //so currentMove char is required to check for win on 'H' human and 'C' Computer
    void CheckForWin(const char* Grid_ptr , const USHORT GridSize , const USHORT GridWidth ,bool &humanWin, bool &computerWin, const char currentMove)
    {
        //check for an x from 1-end of array
        //for all x's check if that makes a 3 line once per linetype
        //check for horizontal win (dont get overhead on edges)

    //A non square grid will have been detected by now
    const USHORT rowStart = 0;
    const USHORT rowEnd = GridWidth-1;
    USHORT passRowCounter = 1;
    const USHORT Side = GridWidth;

    const USHORT cond1 = rowEnd-2;
    const USHORT cond2 = GridSize-Side*2;   

    //Check for all human win options ( after a human move )
    if (currentMove == 'H')
    {
        //Check for human win code
        //Check all array slots for an occurence of 'X'
        for(USHORT i = 0; i < GridSize; i++)
        {   
            //Local stack variables, optimizations for iterations in loops and if statements,
            //also for readability, this is (only efficient and) done only when it is guaranteed
            //to be used in every for jump. 
            USHORT iModSide = i % Side;
            USHORT SideMinTwo = Side - 2;
            USHORT SidePlusTwo = Side + 2;
            USHORT iPlusSide = i + Side;
            USHORT iPlusSideTimesTwo = i + Side * 2;
            USHORT iPlusOne = i + 1;
            USHORT iPlusTwo = i + 2;

            //If an X is found evaluate a win scenario
            if (Grid_ptr[i] == 'X')
            {
                //For each row -->
                if (iModSide < SideMinTwo)
                {
                    //Check horizontal win from left to right
                    if (Grid_ptr[i + 1] == 'X' && Grid_ptr[i + 2] == 'X')
                    {
                        humanWin = true;
                        break;
                    }
                }

                //For the two values under the 'X' (colomn wise) check for 'X''X'
                if (iPlusSideTimesTwo < GridSize)
                {
                    if(Grid_ptr[iPlusSide] == 'X' && Grid_ptr[iPlusSideTimesTwo] == 'X')
                    {
                        humanWin = true; 
                        break;
                    }
                }

                //CHECK FOR DIAGONAL WIN FROM TOP LEFT TO DOWN RIGHT IN ALL POSSIBLE+LEGAL SLOTS!
                // [X] [X] [?] [?]   This illustration shows that checking only at X will suffice
                // [X] [X] [?] [?]   for this specific check in screening for all Top Left --> Down Right
                // [?] [?] [?] [?]   diagonal wins, similarly the Top Right --> Down Left is done mirrored
                // [?] [?] [?] [?]   All other wins using this vector are impossible!
                // Using this amount of conditions to find it saves a lot of searching and with it time
                if (iPlusSideTimesTwo < GridSize && iModSide < SideMinTwo)
                {
                    if (Grid_ptr[i+Side+1] == 'X' && Grid_ptr[iPlusSideTimesTwo+2] == 'X')
                    {
                        humanWin = true; 
                        break;
                    }
                }

                //CHECK FOR DIAGONAL WIN FROM TOP LEFT TO DOWN RIGHT IN ALL POSSIBLE+LEGAL SLOTS!
                // [?] [?] [Y] [Y]   This illustration shows that checking only at Y will suffice
                // [?] [?] [Y] [Y]   for this specific check in screening for all Top Right --> Down Left
                // [?] [?] [?] [?]   diagonal wins, similarly the Top Left --> Down Right is done mirrored
                // [?] [?] [?] [?]   This because all other wins using this vector are impossible!
                // Using this amount of conditions to find it saves a lot of searching and with it time
                if (i % Side > 1 && i + Side*2-2 < GridSize)
                {
                    if (Grid_ptr[i+Side-1] == 'X' && Grid_ptr[i+Side*2-2] == 'X')
                    {
                        humanWin = true; 
                        break;
                    }
                }
            } //end if arrayvalue is 'X'
        } //end for each value in array
    } //end if currentMove 'H'
    else if (currentMove == 'C')
    {
        //Check for human win code
        //Check all array slots for an occurence of 'X'
        for(USHORT i = 0; i < GridSize; i++)
        {   
            //Local stack variables, optimizations for iterations in loops and if statements,
            //also for readability, this is (only efficient and) done only when it is guaranteed
            //to be used in every for jump. 
            USHORT iModSide = i % Side;
            USHORT SideMinTwo = Side - 2;
            USHORT SidePlusTwo = Side + 2;
            USHORT iPlusSide = i + Side;
            USHORT iPlusSideTimesTwo = i + Side * 2;
            USHORT iPlusOne = i + 1;
            USHORT iPlusTwo = i + 2;

            //If an X is found evaluate a win scenario
            if (Grid_ptr[i] == 'O')
            {
                //For each row -->
                if (iModSide < SideMinTwo)
                {
                    //Check horizontal win from left to right
                    if (Grid_ptr[i + 1] == 'O' && Grid_ptr[i + 2] == 'O')
                    {
                        computerWin = true;
                        break;
                    }
                }

                //For the two values under the 'O' (colomn wise) check for 'O''O'
                if (iPlusSideTimesTwo < GridSize)
                {
                    if(Grid_ptr[iPlusSide] == 'O' && Grid_ptr[iPlusSideTimesTwo] == 'O')
                    {
                        computerWin = true; 
                        break;
                    }
                }

                //CHECK FOR DIAGONAL WIN FROM TOP LEFT TO DOWN RIGHT IN ALL POSSIBLE+LEGAL SLOTS!
                // [X] [X] [?] [?]   This illustration shows that checking only at X will suffice
                // [X] [X] [?] [?]   for this specific check in screening for all Top Left --> Down Right
                // [?] [?] [?] [?]   diagonal wins, similarly the Top Right --> Down Left is done mirrored
                // [?] [?] [?] [?]   All other wins using this vector are impossible!
                // Using this amount of conditions to find it saves a lot of searching and with it time
                if (iPlusSideTimesTwo < GridSize && iModSide < SideMinTwo)
                {
                    if (Grid_ptr[i+Side+1] == 'O' && Grid_ptr[iPlusSideTimesTwo+2] == 'O')
                    {
                        computerWin = true; 
                        break;
                    }
                }

                //CHECK FOR DIAGONAL WIN FROM TOP LEFT TO DOWN RIGHT IN ALL POSSIBLE+LEGAL SLOTS!
                // [?] [?] [Y] [Y]   This illustration shows that checking only at Y will suffice
                // [?] [?] [Y] [Y]   for this specific check in screening for all Top Right --> Down Left
                // [?] [?] [?] [?]   diagonal wins, similarly the Top Left --> Down Right is done mirrored
                // [?] [?] [?] [?]   This because all other wins using this vector are impossible!
                // Using this amount of conditions to find it saves a lot of searching and with it time
                if (iPlusSideTimesTwo+2 < GridSize && iModSide < SidePlusTwo)
                {
                    if (Grid_ptr[i+Side-1] == 'O' && Grid_ptr[i+Side*2-2] == 'O')
                    {
                        computerWin = true; 
                        break;
                    }
                }
            } //end if arrayvalue is 'O'
        } //end for each value in array
    }// else if currentMove 'C'
} //end method
//useAI(char* Grid_ptr) {  }

//weighGrid (char* Grid_ptr)  { for (USHORT i = 0; i < GridSize(find out); i++) {}  }


void PrintGrid(char* Grid_ptr, USHORT GridWidth, USHORT GridHeight, USHORT GridSize)
{
    //Abort this method if the Grid is not Square
    if (GridWidth != GridHeight)
    {
        cout << "Warning! \n\nGrid is not square. This method will likely fail!" << endl;
        cout << "Aborting method!" << endl;
        cout << "Press a key to return to program";         
    }
    else
    {
        //Since this code block's applicable to a square grid
        //Width or Height is not relevant, both should work
        //I have chosen to stick with Width everywhere.         

        USHORT rowStart = 0;
        USHORT rowEnd = GridWidth-1;
        USHORT passRowCounter = 1;
        USHORT Side = GridSize / GridHeight;

        for(USHORT i = 0; i < Side; i++)
        {   
            //GO TO NEXT ROW CODE
            rowEnd = Side * passRowCounter;
            passRowCounter++;               
            //PRINT ALL IN THIS ROW
            for (USHORT j = rowStart; j < rowEnd; j++)
            {
                cout << Grid_ptr[j];

            }
            rowStart = rowEnd;
            cout << "\n";
        }
    }
}

void useAI(char* Grid_ptr, USHORT GridSize, USHORT GridWidth)
{
    //Check all values in the array
    //If the value is '?' weigh the priority
    //else continue

    //Weighing the priority
    //If ('O' Present in legal ranges) add prio +1  

    //The AI Will function on this concept
    //All array slots have a weight, the highest weight means the best position
    //From top prio to lowest prio that means -->
    //WIN IN ONE MOVE (weight + 50)
    //NOT LOSE IN ONE MOVE (weight + 15) 
    //BLOCK ENEMY + LINK UP OWN ( Equal prio but stacks so both matter ) weight +1

    //These weights are determined using 8 directional vectors sprouting from all 'X' and 'O' locations in the grid
    //In it's path if it encounters on loc 1 'X' loc 2 + weight = 50 , and vice versa, else +1 for all 8 vectors

    //Create a weightgrid to store the data
    USHORT* WeightGrid_ptr = new USHORT[GridSize];  
    USHORT* fattest_ptr = new USHORT(0);
    USHORT* fattestIndex_ptr = new USHORT(0);

    USHORT Side = GridWidth;

    //Suggestion for optimization , make a forumula table to play all 8 vectors instead
    //Per vector u need Condition for the direction first space and next space. 24 statements in a list
    //A bit complex and harder to read so for now went the east 8 vectors copy pasting. But aware of the
    //solution none-the-less! Unfortunatly though it seems like a maze of code, it is well documented and
    //it's length is over 50% due to optimizations.

    for(USHORT i = 0; i < GridSize; i++)
    {
        if (Grid_ptr[i] == 'X')
        {
            //CHECK X --> Mid Right Vector
            //If within allowed parameters
            if(i % Side < Side-2)
            {
                if(Grid_ptr[i+1] == '?' && Grid_ptr[i+2] == '?')
                { 
                    WeightGrid_ptr[i+1] += 1; 
                    WeightGrid_ptr[i+2] += 1;
                }
                else if(Grid_ptr[i+1] == 'X')
                {
                    WeightGrid_ptr[i+2] += 15;
                }
                else if (Grid_ptr[i+2] == 'X')
                {
                    WeightGrid_ptr[i+1] += 15;
                }
            }
            //CHECK X --> Down Right Vector
            //If within allowed parameters
            if (i % Side < Side -2 && i + Side*2 < GridSize)
            {
                if (Grid_ptr[i+Side+1] == '?' && Grid_ptr[i+Side*2+2] == '?')
                { 
                    WeightGrid_ptr[i+Side+1] += 1;
                    WeightGrid_ptr[i+Side*2+2] += 1;
                }
                else if(Grid_ptr[i+Side+1] == 'X')
                {
                    WeightGrid_ptr[i+Side*2+2] += 15;
                }
                else if (Grid_ptr[i+Side*2+2] == 'X')
                {
                    WeightGrid_ptr[i+Side+1] += 15;
                }
            }
            //CHECK X --> Down Mid Vector
            //If within allowed paramaters
            if (i + Side*2 < GridSize)
            {
                if (Grid_ptr[i+Side] == '?' && Grid_ptr[i+Side*2] == '?')
                {
                    WeightGrid_ptr[i+Side] += 1;
                    WeightGrid_ptr[i+Side*2] += 1;
                }
                else if (Grid_ptr[i+Side] == 'X')
                {
                    WeightGrid_ptr[i+Side*2] += 15;
                }
                else if (Grid_ptr[i+Side*2] == 'X')
                {
                    WeightGrid_ptr[i+Side] += 15;
                }
            }
            //CHECK X --> Down Left Vector
            //If within allowed paramaters
            if(i % Side > 1 && i + Side*2 < GridSize)
            {
                if (Grid_ptr[i + Side*2-1] == '?' && i + Side*2-2 == '?')
                {
                    WeightGrid_ptr[i+Side*2-1] += 1;
                    WeightGrid_ptr[i+Side*2-2] += 1;
                }
                else if(Grid_ptr[i + Side*2-2] == 'X')
                {
                    WeightGrid_ptr[i+Side*2-1] += 15;
                }
                else if(Grid_ptr[i+Side*2-1] == 'X')
                {
                    WeightGrid_ptr[i+Side*2-2] += 15;
                }
            }
            //CHECK X --> Mid Left Vector
            //If within allowed parameters
            if(i % Side > 1)
            {
                if (Grid_ptr[i-1] == '?' && Grid_ptr[i-2] == '?')
                {
                    WeightGrid_ptr[i-1] += 1;
                    WeightGrid_ptr[i-2] += 1;
                }
                else if(Grid_ptr[i-1] == 'X')
                {
                    WeightGrid_ptr[i-2] += 15;
                }
                else if(Grid_ptr[i-2] == 'X')
                {
                    WeightGrid_ptr[i-1] += 15;
                }
            }
            //CHECK X --> Top Left Vector
            //If within allowed parameters
            if( (i) % (Side > 1) && i > Side*2)
            {
                if (Grid_ptr[i-Side-1] == '?' && Grid_ptr[i-Side*2-2] == '?') 
                {
                    WeightGrid_ptr[i-Side-1] += 1;
                    WeightGrid_ptr[i-Side*2-2] += 1;
                }
                else if (Grid_ptr[i-Side-1] == 'X') 
                {
                    WeightGrid_ptr[i-Side*2-2] += 15;
                }
                else if (Grid_ptr[i-Side*2-2] == 'X') 
                {
                    WeightGrid_ptr[i-Side-1] += 15;
                }
            }
            //CHECK X --> Mid Top Vector
            //If within allowed parameters
            if (i > Side*2)
            {
                if(Grid_ptr[i + Side] == '?' && Grid_ptr[i + Side*2] == '?')
                {
                    WeightGrid_ptr[i + Side] += 1;
                    WeightGrid_ptr[i + Side*2] += 1;
                }
                else if(Grid_ptr[i + Side] == 'X')
                {
                    WeightGrid_ptr[i + Side*2] += 15;
                }
                else if (Grid_ptr[i + Side*2] == 'X')
                {
                    WeightGrid_ptr[i + Side] += 15;
                }
            }
        } //end if 'X' detected
        else if (Grid_ptr[i] == 'O')
        {
            //CHECK 8 VECTORS
            //Add weights

            //CHECK O --> Mid Right Vector
            //If within allowed parameters
            if(i % Side < Side-2)
            {
                if(Grid_ptr[i+1] == '?' && Grid_ptr[i+2] == '?')
                { 
                    WeightGrid_ptr[i+1] += 1; 
                    WeightGrid_ptr[i+2] += 1;
                }
                else if(Grid_ptr[i+1] == 'O')
                {
                    WeightGrid_ptr[i+2] += 50;
                }
                else if (Grid_ptr[i+2] == 'O')
                {
                    WeightGrid_ptr[i+1] += 50;
                }

            }

            //CHECK O --> Down Right Vector
            //If within allowed parameters
            if (i % Side < Side -2 && i + Side*2 < GridSize)
            {
                if (Grid_ptr[i+Side+1] == '?' && Grid_ptr[i+Side*2+2] == '?')
                { 
                    WeightGrid_ptr[i+Side+1] += 1;
                    WeightGrid_ptr[i+Side*2+2] += 1;
                }
                else if(Grid_ptr[i+Side+1] == 'O')
                {
                    WeightGrid_ptr[i+Side*2+2] += 50;
                }
                else if (Grid_ptr[i+Side*2+2] == 'O')
                {
                    WeightGrid_ptr[i+Side+1] += 50;
                }
            }

            //CHECK O --> Down Mid Vector
            //If within allowed paramaters
            if (i + Side*2 < GridSize)
            {
                if (Grid_ptr[i+Side] == '?' && Grid_ptr[i+Side*2] == '?')
                {
                    WeightGrid_ptr[i+Side] += 1;
                    WeightGrid_ptr[i+Side*2] += 1;
                }
                else if (Grid_ptr[i+Side] == 'O')
                {
                    WeightGrid_ptr[i+Side*2] += 50;
                }
                else if (Grid_ptr[i+Side*2] == 'O')
                {
                    WeightGrid_ptr[i+Side] += 50;
                }
            }

            //CHECK O --> Down Left Vector
            //If within allowed paramaters
            if(i % Side > 1 && i + Side*2 < GridSize)
            {
                if (Grid_ptr[i + Side*2-1] == '?' && i + Side*2-2 == '?')
                {
                    WeightGrid_ptr[i+Side*2-1] += 1;
                    WeightGrid_ptr[i+Side*2-2] += 1;
                }
                else if(Grid_ptr[i + Side*2-2] == 'O')
                {
                    WeightGrid_ptr[i+Side*2-1] += 50;
                }
                else if(Grid_ptr[i+Side*2-1] == 'O')
                {
                    WeightGrid_ptr[i+Side*2-2] += 50;
                }
            }

            //CHECK O --> Mid Left Vector
            //If within allowed parameters
            if(i % Side > 1)
            {
                if (Grid_ptr[i-1] == '?' && Grid_ptr[i-2] == '?')
                {
                    WeightGrid_ptr[i-1] += 1;
                    WeightGrid_ptr[i-2] += 1;
                }
                else if(Grid_ptr[i-1] == 'O')
                {
                    WeightGrid_ptr[i-2] += 50;
                }
                else if(Grid_ptr[i-2] == 'O')
                {
                    WeightGrid_ptr[i-1] += 50;
                }
            }

            //CHECK O --> Top Left Vector
            //If within allowed parameters
            if( (i) & (Side > 1) && i > Side*2)
            {
                if (Grid_ptr[i-Side-1] == '?' && Grid_ptr[i-Side*2-2] == '?') 
                {
                    WeightGrid_ptr[i-Side-1] += 1;
                    WeightGrid_ptr[i-Side*2-2] += 1;
                }
                else if (Grid_ptr[i-Side-1] == 'O') 
                {
                    WeightGrid_ptr[i-Side*2-2] += 50;
                }
                else if (Grid_ptr[i-Side*2-2] == 'O') 
                {
                    WeightGrid_ptr[i-Side-1] += 50;
                }
            }

            //CHECK O --> Mid Top Vector
            //If within allowed parameters
            if (i > Side*2)
            {
                if(Grid_ptr[i + Side] == '?' && Grid_ptr[i + Side*2] == '?')
                {
                    WeightGrid_ptr[i + Side] += 1;
                    WeightGrid_ptr[i + Side*2] += 1;
                }
                else if(Grid_ptr[i + Side] == 'O')
                {
                    WeightGrid_ptr[i + Side*2] += 50;
                }
                else if (Grid_ptr[i + Side*2] == 'O')
                {
                    WeightGrid_ptr[i + Side] += 50;
                }
            }
        }
    } // end for scan 'X' 'O'

    //Get highest value from weightgrid, add an 'O' to that position, end method automatically
    for (USHORT q = 0; q < GridSize; q++)
    {
        if (Grid_ptr[q] == '?')
        {
            //If a better spot is found
            if (WeightGrid_ptr[q] > *fattest_ptr)
            {
                *fattest_ptr = WeightGrid_ptr[q];
                *fattestIndex_ptr = q;
            }
        }
    }

    Grid_ptr[*fattestIndex_ptr] = 'O';

    //SAFE DELETE POINTER WeightGrid_ptr
    if (WeightGrid_ptr != NULL)
    {
        delete[] WeightGrid_ptr;
        WeightGrid_ptr = NULL;      
    }
    //SAFE DELETE POINTER fattest_ptr
    if (fattest_ptr != NULL)
    {
        delete fattest_ptr;
        fattest_ptr = NULL;     
    }
    //SAFE DELETE POINTER fattestIndex_ptr
    if (fattestIndex_ptr != NULL)
    {
        delete fattestIndex_ptr;
        fattestIndex_ptr = NULL;        
    }

}

int _tmain(int argc, _TCHAR* argv[])
{
    //& adress off       |-|  &x  = 0x?
    //* value pointed by |-|  a = *b

    //Make the required variables on the heap
    USHORT GridHeight = 0;
    USHORT GridWidth  = 0;
    USHORT GridSize = 0;
    USHORT moveCounter = 0;



    char currentMove;

    USHORT input;
    //bool* humanWin_ptr = new bool(false);
    //bool* computerWin_ptr = new bool(false);

    bool humanWin_ptr = false;
    bool computerWin_ptr = false;

    bool Draw = false;

    cout << "A challanger has arrived!" << endl;

    //WARNING FOR THIS BLOCK! Special condition on for loop!
    for(;;)
    {
        cout << "Please state the width for the grid \n";
        scanf_s("%hu", &input);
        if (input > 2 && input < 20)
        {
            GridWidth = input;
            break; //CRITICAL CODE
        }
        else
        {
            cout << "Input was not correct, please state a number between 3 and 20 \n\n";
            cout << "Example of correct input '3' (without quotes) \n";         
        }
    }

    //WARNING FOR THIS BLOCK! Special condition on for loop!
    for(;;)
    {
        cout << "Please state the height for the grid \n";  
        scanf_s("%hu", &input);
        if (input > 2 && input < 20)
        {
            GridHeight = input;
            break; //CRITICAL CODE
        }
        else
        {
            cout << "Input was not correct, please state a number between 3 and 20 \n\n";
            cout << "Example of correct input '3' (without quotes) \n";
        }
    }

    cout << "You have succesfully filled in the paperwork to create the Grid" << endl;

    GridSize = GridHeight * GridWidth;
    cout << "The total GridSize is " << GridSize << " tiles in size" << endl;

    //if (GridWidth != GridHeigth)
    //{
    //  cout << "Warning! \n\nGrid is not square. Program may run irregularly!";
    //  cout << "Close the program or press a key to continue";
    //  scanf();
    //}

    //Note: pointer to a Grid object on the heap
    char* Grid_ptr = new char[GridSize];


    //Initialize Grid as empty
    for (USHORT i = 0; i < GridSize; i++)
    {
        Grid_ptr[i] = '?';      
    }



    //Visualize this step
    cout << "Grid created as empty Grid" << endl;
    cout << endl;

    cout << "Please read the following introduction if you wish for an explanation of the game" << endl;
    cout << "You will be reffered to as Player One equally so the opponent as AI" << endl;
    cout << "You always start with the first move" << endl;
    cout << "The condition for victory is a line of X X X (3 total) in a single line, colomn or a diagonal line across the Grid" << endl;
    cout << "Turns are exchanged per move 1 : 1, there are no time limits so use all you need" << endl;
    cout << "Player One can not lose this 3x3 Grid game when the best option is always chosen" << endl;
    cout << "Consider playing a larger field if you wish to win, Best of luck!" << endl;
    cout << "The grid is filled in like this!" << endl;

    PrintGrid(Grid_ptr, GridWidth, GridHeight, GridSize);

    while(humanWin_ptr == false && computerWin_ptr == false && Draw == false)
    {
        cout << "Players One's Turn! \n";
        cout << "Please fill in the number your X";     

        currentMove = 'H';
        for(;;)
        {
            scanf_s("%i" , &input);
            if (Grid_ptr[input] == 'X' || Grid_ptr[input] == 'O')
            {
                cout << "That space is already taken ,try another";
            }
            else
            {
                Grid_ptr[input] = 'X';
                moveCounter++;
                break;
            }
        }

        cout << '\n';
        PrintGrid(Grid_ptr, GridWidth, GridHeight, GridSize);
        CheckForWin(Grid_ptr, GridSize, GridWidth, humanWin_ptr, computerWin_ptr, currentMove);

        cout << "AI is making a move!" << endl;

        currentMove = 'C';
        useAI(Grid_ptr, GridSize, GridWidth);
        cout << '\n';
        PrintGrid(Grid_ptr, GridWidth, GridHeight, GridSize);
        CheckForWin(Grid_ptr, GridSize, GridWidth, humanWin_ptr, computerWin_ptr, currentMove);

        if (humanWin_ptr)
        {
            cout << "Congratulations you have won the game! \n";
            char c;
            puts ("Enter any text. Include a Space ('.') in a sentence to exit: \n");
            do 
            {
                c=getchar();
                putchar (c);
            } 
            while (c != ' ');   
        }
        else if (computerWin_ptr)
        {
            cout << "The computer won this match, better luck next time! \n";
            char c;
            puts ("Enter any text. Include a Space ('.') in a sentence to exit: \n");
            do 
            {
                c=getchar();
                putchar (c);
            } 
            while (c != ' ');               
        }

        if (moveCounter >= GridSize)
        {
            Draw = true;
            cout << "The game was a draw, good fighting!";
        }
    }

    //int ch = 0;
    //ch = _getch();
    //wint_t _getwch( void );


    //SAFE DELETE POINTER GRID
    if (Grid_ptr != NULL)
    { 
         delete[] Grid_ptr;
         Grid_ptr = NULL;       
    }
    /*
    //SAFE DELETE POINTER Human Win
    if (humanWin_ptr != NULL)
    {
        delete humanWin_ptr;
        humanWin_ptr = NULL;        
    }
    //SAFE DELETE POINTER Computer Win
    if (computerWin_ptr != NULL)
    {   
        delete computerWin_ptr;
        computerWin_ptr = NULL;     
    }*/



    return 0;
}

您要問的是關於微優化的。 首先正確地實施它,然后概要分析/測量以發現瓶頸,然后思考如何改進。

由於問題是如此籠統(並且沒有示例和代碼),所以我認為不可能以不同的方式回答。

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