检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:张利群[1]
机构地区:[1]辽宁石油化工大学计算机与通信工程学院,辽宁抚顺113001
出 处:《计算机工程与应用》2016年第7期62-66,共5页Computer Engineering and Applications
基 金:辽宁省教育厅科学研究一般项目(No.L2013145)
摘 要:针对苏拉卡尔塔棋"机-机"博弈需要人工参与的弊端,提出了构建苏拉卡尔塔棋计算机网络博弈平台的必要性,通过博弈平台实现自动对弈,而构建计算机博弈平台的核心技术之一就是吃子算法的实现。介绍了苏拉卡尔塔棋的三个要素,给出了一种用于计算机博弈平台的苏拉卡尔塔棋的存储结构。使用这种结构,给出了棋局的表示方法,建立了吃子循环队列,进而完成了适合于计算机博弈平台的吃子算法,实现了棋规。实验结果表明,这种存储结构高效可靠,吃子算法运行正确。该吃子算法可以应用于苏拉卡尔塔棋博弈平台的构建,并且这种存储结构和吃子算法对设计完成其他棋类的计算机博弈平台具有一定的参考价值。Due to the demerit of needing manual intervention in the computer-computer game of Surakarta chess, the necessity of building a network battle platform in computer game is presented. The automatic game can be accomplished by the battle platform, and the capture algorithm is one of key technologies to build network game platform. Three key elements of Surakarta chess are introduced. A storage structure of realizing the battle platform in computer game of Surakarta chess is given out. Representation of board position is provided by using this storage structure. The capture circular queues are built, and the capture algorithm is implemented, thus the chess rule is realized. Experimental results show that the storage structure is efficient and reliable. The capture algorithm runs accurately. The capture algorithm can be applied to the building of the Surakarta chess battle platform, and this storage structure and capture algorithm have referential value in designing the battle platform in computer game of other sorts of chesses.
分 类 号:TP301.6[自动化与计算机技术—计算机系统结构]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.222