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- -module(ai_core).
- -export([init_ai/1, make_decision/2, update_strategy/3]).
-
- -record(ai_state, {
- personality, % aggressive | conservative | balanced
- strategy_weights, % 策略权重
- knowledge_base, % 知识库
- game_history = [] % 游戏历史
- }).
-
- %% AI初始化
- init_ai(Personality) ->
- #ai_state{
- personality = Personality,
- strategy_weights = init_weights(Personality),
- knowledge_base = init_knowledge_base()
- }.
-
- %% 决策制定
- make_decision(AIState, GameState) ->
- % 分析当前局势
- Situation = analyze_situation(GameState),
-
- % 生成可能的行动
- PossiblePlays = generate_possible_plays(GameState),
-
- % 评估每个行动
- RatedPlays = evaluate_plays(PossiblePlays, AIState, Situation),
-
- % 选择最佳行动
- select_best_play(RatedPlays, AIState).
-
- %% 策略更新
- update_strategy(AIState, GameResult, GameHistory) ->
- NewWeights = adjust_weights(AIState#ai_state.strategy_weights, GameResult),
- NewKnowledge = update_knowledge(AIState#ai_state.knowledge_base, GameHistory),
- AIState#ai_state{
- strategy_weights = NewWeights,
- knowledge_base = NewKnowledge,
- game_history = [GameHistory | AIState#ai_state.game_history]
- }.
-
- %% 内部函数
-
- init_weights(aggressive) ->
- #{
- control_weight => 0.8,
- attack_weight => 0.7,
- defense_weight => 0.3,
- risk_weight => 0.6
- };
- init_weights(conservative) ->
- #{
- control_weight => 0.5,
- attack_weight => 0.4,
- defense_weight => 0.8,
- risk_weight => 0.3
- };
- init_weights(balanced) ->
- #{
- control_weight => 0.6,
- attack_weight => 0.6,
- defense_weight => 0.6,
- risk_weight => 0.5
- }.
-
- analyze_situation(GameState) ->
- #{
- hand_strength => evaluate_hand_strength(GameState),
- control_status => evaluate_control(GameState),
- opponent_cards => estimate_opponent_cards(GameState),
- game_stage => determine_game_stage(GameState)
- }.
-
- generate_possible_plays(GameState) ->
- MyCards = get_my_cards(GameState),
- LastPlay = get_last_play(GameState),
- generate_valid_plays(MyCards, LastPlay).
-
- evaluate_plays(Plays, AIState, Situation) ->
- lists:map(
- fun(Play) ->
- Score = calculate_play_score(Play, AIState, Situation),
- {Play, Score}
- end,
- Plays
- ).
-
- calculate_play_score(Play, AIState, Situation) ->
- Weights = AIState#ai_state.strategy_weights,
-
- ControlScore = evaluate_control_value(Play, Situation) *
- maps:get(control_weight, Weights),
- AttackScore = evaluate_attack_value(Play, Situation) *
- maps:get(attack_weight, Weights),
- DefenseScore = evaluate_defense_value(Play, Situation) *
- maps:get(defense_weight, Weights),
- RiskScore = evaluate_risk_value(Play, Situation) *
- maps:get(risk_weight, Weights),
-
- ControlScore + AttackScore + DefenseScore + RiskScore.
-
- select_best_play(RatedPlays, AIState) ->
- case AIState#ai_state.personality of
- aggressive ->
- select_aggressive(RatedPlays);
- conservative ->
- select_conservative(RatedPlays);
- balanced ->
- select_balanced(RatedPlays)
- end.
-
- %% 策略选择函数
-
- select_aggressive(RatedPlays) ->
- % 倾向于选择得分最高的行动
- {Play, _Score} = lists:max(RatedPlays),
- Play.
-
- select_conservative(RatedPlays) ->
- % 倾向于选择风险较低的行动
- SafePlays = filter_safe_plays(RatedPlays),
- case SafePlays of
- [] -> select_balanced(RatedPlays);
- _ -> select_from_safe_plays(SafePlays)
- end.
-
- select_balanced(RatedPlays) ->
- % 在得分和风险之间寻找平衡
- {Play, _Score} = select_balanced_play(RatedPlays),
- Play.
-
- %% 评估函数
-
- evaluate_hand_strength(GameState) ->
- Cards = get_my_cards(GameState),
- calculate_hand_value(Cards).
-
- evaluate_control(GameState) ->
- % 评估是否控制局势
- LastPlay = get_last_play(GameState),
- MyCards = get_my_cards(GameState),
- can_control_game(MyCards, LastPlay).
-
- estimate_opponent_cards(GameState) ->
- % 基于已出牌情况估计对手手牌
- PlayedCards = get_played_cards(GameState),
- MyCards = get_my_cards(GameState),
- estimate_remaining_cards(PlayedCards, MyCards).
-
- %% 知识库更新
-
- update_knowledge(KnowledgeBase, GameHistory) ->
- % 更新AI的知识库
- NewPatterns = extract_patterns(GameHistory),
- merge_knowledge(KnowledgeBase, NewPatterns).
-
- extract_patterns(GameHistory) ->
- % 从游戏历史中提取出牌模式
- lists:foldl(
- fun(Play, Patterns) ->
- Pattern = analyze_play_pattern(Play),
- update_pattern_stats(Pattern, Patterns)
- end,
- #{},
- GameHistory
- ).
-
- merge_knowledge(Old, New) ->
- maps:merge_with(
- fun(_Key, OldValue, NewValue) ->
- update_knowledge_value(OldValue, NewValue)
- end,
- Old,
- New
- ).
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