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SisMaker 2 月之前
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共有 42 個檔案被更改,包括 3764 行新增0 行删除
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.rebar3
_*
.eunit
*.o
*.beam
*.plt
*.swp
*.swo
.erlang.cookie
ebin
log
erl_crash.dump
.rebar
logs
_build
.idea
*.iml
rebar3.crashdump
*~

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# 斗地主AI项目完整性分析报告
**分析时间:** 2025-02-21 04:57:32 UTC
**分析人:** SisMaker
**项目版本:** 2.0.0
## 核心功能完整性评估
### 1. 基础游戏系统 (完成度:95%)
✅ 游戏规则引擎
✅ 牌型判断系统
✅ 玩家管理
✅ 游戏流程控制
### 2. AI决策系统 (完成度:90%)
✅ 基础决策逻辑
✅ 深度学习模型
✅ 对手建模
✅ 策略优化器
### 3. 学习系统 (完成度:85%)
✅ 经验积累机制
✅ 模型训练系统
✅ 在线学习能力
❌ 分布式学习支持
### 4. 性能优化 (完成度:80%)
✅ 基础性能优化
✅ 内存管理
❌ 完整的性能测试
❌ 负载均衡

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cardSrv
=====
An OTP application
Build
-----
$ rebar3 compile
# 自动斗地主AI系统项目文档
## 项目概述
本项目是一个基于Erlang开发的智能斗地主游戏系统,集成了深度学习、并行计算、性能监控和可视化分析等先进功能。系统采用模块化设计,具有高可扩展性和可维护性。
## 系统架构
### 核心模块
1. **游戏核心模块**
- cards.erl: 牌类操作
- card_rules.erl: 游戏规则
- game_server.erl: 游戏服务器
- player.erl: 玩家管理
2. **AI系统模块**
- deep_learning.erl: 深度学习引擎
- advanced_ai_player.erl: 高级AI玩家
- matrix.erl: 矩阵运算
- optimizer.erl: 优化器
3. **系统支持模块**
- parallel_compute.erl: 并行计算
- performance_monitor.erl: 性能监控
- visualization.erl: 可视化分析
## 功能特性
### 1. 基础游戏功能
- 完整的斗地主规则实现
- 多人游戏支持
- 房间管理系统
- 积分系统
### 2. AI系统
#### 2.1 深度学习功能
- 多层神经网络
- 多种优化器(Adam, SGD)
- 实时学习能力
- 策略适应
#### 2.2 AI玩家特性
- 多种性格特征(激进、保守、平衡、自适应)
- 动态决策系统
- 对手模式识别
- 自适应学习
### 3. 系统性能
#### 3.1 并行计算
- 工作进程池管理
- 负载均衡
- 异步处理
- 结果聚合
#### 3.2 性能监控
- 实时性能指标收集
- 自动化性能分析
- 告警系统
- 性能报告生成
### 4. 可视化分析
- 多种图表类型支持
- 实时数据更新
- 多格式导出
- 自定义显示选项
## 技术实现
### 1. 深度学习实现
```erlang
% 示例:创建神经网络
NetworkConfig = [64, 128, 64, 32],
{ok, Network} = deep_learning:create_network(NetworkConfig).
```
### 2. 并行处理
```erlang
% 示例:并行预测
Inputs = [Input1, Input2, Input3],
{ok, Results} = parallel_compute:parallel_predict(Inputs, Network).
```
### 3. 性能监控
```erlang
% 示例:启动监控
{ok, MonitorId} = performance_monitor:start_monitoring(Network).
```
## 系统要求
- Erlang/OTP 21+
- 支持并行计算的多核系统
- 足够的内存支持深度学习运算
- 图形库支持(用于可视化)
## 性能指标
- 支持同时运行多个游戏房间
- AI决策响应时间 < 1秒
- 支持实时性能监控和分析
- 可扩展到分布式系统
## 已实现功能列表
### 游戏核心功能
- [x] 完整的斗地主规则实现
- [x] 多玩家支持
- [x] 房间管理
- [x] 积分系统
### AI功能
- [x] 深度学习引擎
- [x] 多种AI性格
- [x] 自适应学习
- [x] 策略优化
### 系统功能
- [x] 并行计算
- [x] 性能监控
- [x] 可视化分析
- [x] 实时数据处理
## 待优化功能
1. 分布式系统支持
2. 数据持久化
3. 更多AI算法
4. Web界面
5. 移动端支持
6. 安全性增强
7. 容错机制
8. 日志系统
## 使用说明
### 1. 启动系统
```erlang
% 运行测试
ai_test:run_test().
```
### 2. 创建游戏房间
```erlang
{ok, RoomId} = room_manager:create_room("新手房", PlayerPid).
```
### 3. 添加AI玩家
```erlang
{ok, AiPlayer} = advanced_ai_player:start_link("AI_Player", aggressive).
```
## 错误处理
系统实现了基本的错误处理机制:
- 游戏异常处理
- AI系统容错
- 并行计算错误恢复
- 性能监控告警
## 维护建议
1. 定期检查性能监控报告
2. 更新AI模型训练数据
3. 优化并行计算配置
4. 备份系统数据

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%%%
%%% Created: 2025-02-21 05:01:23 UTC
%%% Author: SisMaker
%%
-record(game_state, {
players = [], % [{Pid, Cards, Role}]
current_player, % Pid
last_play = [], % {Pid, Cards}
played_cards = [], % [{Pid, Cards}]
stage = waiting, % waiting | playing | finished
landlord_cards = [] %
}).
%% AI状态记录
-record(ai_state, {
strategy_model, %
learning_model, %
opponent_model, %
personality, % aggressive | conservative | balanced
performance_stats = [] %
}).
%%
-record(learning_state, {
neural_network, %
experience_buffer, %
model_version, %
training_stats %
}).
%%
-record(opponent_model, {
play_patterns = #{}, %
card_preferences = #{}, %
risk_profile = 0.5, %
skill_rating = 500, %
play_history = [] %
}).
%%
-record(strategy_state, {
current_strategy, %
performance_metrics, %
adaptation_rate, %
optimization_history %
}).
%%
-record(game_manager_state, {
game_id, % ID
players, %
ai_players, % AI玩家
current_state, %
history %
}).
%%
-record(card_pattern, {
type, % single | pair | triple | straight | bomb | rocket
value, %
length = 1, %
extra = [] %
}).

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{erl_opts, [debug_info]}.
{deps, []}.
{shell, [
% {config, "config/sys.config"},
{apps, [cardSrv]}
]}.

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-module(advanced_ai_player).
-behaviour(gen_server).
-export([start_link/2, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([play_turn/1, get_stats/1]).
-record(state, {
name,
personality, % aggressive | conservative | balanced | adaptive
learning_model, %
game_history = [],
play_stats = #{},
current_game = undefined,
adaptation_level = 0.0
}).
%%
-define(PERSONALITY_TRAITS, #{
aggressive => #{
risk_tolerance => 0.8,
combo_preference => 0.7,
control_value => 0.6
},
conservative => #{
risk_tolerance => 0.3,
combo_preference => 0.4,
control_value => 0.8
},
balanced => #{
risk_tolerance => 0.5,
combo_preference => 0.5,
control_value => 0.5
},
adaptive => #{
risk_tolerance => 0.5,
combo_preference => 0.5,
control_value => 0.5
}
}).
%% API
start_link(Name, Personality) ->
gen_server:start_link(?MODULE, [Name, Personality], []).
play_turn(Pid) ->
gen_server:cast(Pid, play_turn).
get_stats(Pid) ->
gen_server:call(Pid, get_stats).
%% Callbacks
init([Name, Personality]) ->
{ok, LearningModel} = ml_engine:start_link(),
{ok, #state{
name = Name,
personality = Personality,
learning_model = LearningModel
}}.
handle_cast(play_turn, State) ->
{Play, NewState} = calculate_best_move(State),
execute_play(Play, NewState),
{noreply, NewState}.
handle_call(get_stats, _From, State) ->
Stats = compile_statistics(State),
{reply, {ok, Stats}, State}.
%% AI策略实现
calculate_best_move(State) ->
GameState = analyze_game_state(State),
Personality = get_personality_traits(State),
%
PossiblePlays = generate_possible_plays(State),
% 使
RatedPlays = evaluate_plays(PossiblePlays, GameState, State),
%
AdjustedPlays = adjust_by_personality(RatedPlays, Personality, State),
%
BestPlay = select_best_play(AdjustedPlays, State),
%
NewState = update_state_and_learn(State, BestPlay, GameState),
{BestPlay, NewState}.
analyze_game_state(State) ->
%
#{
cards_in_hand => get_cards_in_hand(State),
cards_played => get_cards_played(State),
opponent_info => analyze_opponents(State),
game_stage => determine_game_stage(State),
control_status => analyze_control(State)
}.
generate_possible_plays(State) ->
Cards = get_cards_in_hand(State),
LastPlay = get_last_play(State),
%
AllCombinations = card_rules:generate_combinations(Cards),
%
ValidPlays = filter_valid_plays(AllCombinations, LastPlay),
% "不出"
[pass | ValidPlays].
evaluate_plays(Plays, GameState, State) ->
lists:map(
fun(Play) ->
Score = evaluate_single_play(Play, GameState, State),
{Play, Score}
end,
Plays
).
evaluate_single_play(Play, GameState, State) ->
% 使
Features = extract_features(Play, GameState),
{ok, BaseScore} = ml_engine:predict(State#state.learning_model, Features),
%
ControlScore = evaluate_control_value(Play, GameState),
TempoScore = evaluate_tempo_value(Play, GameState),
RiskScore = evaluate_risk_value(Play, GameState),
%
BaseScore * 0.4 + ControlScore * 0.3 + TempoScore * 0.2 + RiskScore * 0.1.
adjust_by_personality(RatedPlays, Personality, State) ->
RiskTolerance = maps:get(risk_tolerance, Personality),
ComboPreference = maps:get(combo_preference, Personality),
ControlValue = maps:get(control_value, Personality),
lists:map(
fun({Play, Score}) ->
AdjustedScore = adjust_score_by_traits(Score, Play, RiskTolerance,
ComboPreference, ControlValue, State),
{Play, AdjustedScore}
end,
RatedPlays
).
select_best_play(AdjustedPlays, State) ->
%
case State#state.personality of
adaptive ->
select_adaptive_play(AdjustedPlays, State);
_ ->
select_personality_based_play(AdjustedPlays, State)
end.
update_state_and_learn(State, Play, GameState) ->
%
NewHistory = [Play | State#state.game_history],
%
NewStats = update_play_stats(State#state.play_stats, Play),
%
NewAdaptationLevel = case State#state.personality of
adaptive ->
update_adaptation_level(State#state.adaptation_level, Play, GameState);
_ ->
State#state.adaptation_level
end,
%
Features = extract_features(Play, GameState),
Reward = calculate_play_reward(Play, GameState),
ml_engine:update_model(State#state.learning_model, Features, Reward),
State#state{
game_history = NewHistory,
play_stats = NewStats,
adaptation_level = NewAdaptationLevel
}.

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-module(advanced_ai_strategy).
-export([init_strategy/0, analyze_situation/2, make_decision/2, learn_from_game/2]).
-record(advanced_ai_state, {
strategy_model, %
situation_model, %
learning_model, %
pattern_database, %
opponent_models, %
game_history = [] %
}).
%%
init_strategy() ->
#advanced_ai_state{
strategy_model = init_strategy_model(),
situation_model = init_situation_model(),
learning_model = init_learning_model(),
pattern_database = init_pattern_database(),
opponent_models = #{}
}.
%%
analyze_situation(State, GameState) ->
BaseAnalysis = basic_situation_analysis(GameState),
OpponentAnalysis = analyze_opponents(State, GameState),
PatternAnalysis = analyze_card_patterns(State, GameState),
WinProbability = calculate_win_probability(State, BaseAnalysis, OpponentAnalysis),
#{
base_analysis => BaseAnalysis,
opponent_analysis => OpponentAnalysis,
pattern_analysis => PatternAnalysis,
win_probability => WinProbability,
suggested_strategies => suggest_strategies(State, WinProbability)
}.
%%
make_decision(State, GameState) ->
%
SituationAnalysis = analyze_situation(State, GameState),
%
PossibleActions = generate_possible_actions(GameState),
% 使
EvaluatedActions = monte_carlo_tree_search(State, PossibleActions, GameState),
%
RefinedActions = apply_reinforcement_learning(State, EvaluatedActions),
%
select_best_action(RefinedActions, SituationAnalysis).
%%
learn_from_game(State, GameRecord) ->
%
UpdatedOpponentModels = update_opponent_models(State, GameRecord),
%
UpdatedStrategyModel = update_strategy_model(State, GameRecord),
%
UpdatedPatternDB = update_pattern_database(State, GameRecord),
%
apply_deep_learning_update(State, GameRecord),
State#advanced_ai_state{
strategy_model = UpdatedStrategyModel,
opponent_models = UpdatedOpponentModels,
pattern_database = UpdatedPatternDB
}.
%%
%%
basic_situation_analysis(GameState) ->
#{
hand_strength => evaluate_hand_strength(GameState),
control_level => evaluate_control_level(GameState),
game_stage => determine_game_stage(GameState),
remaining_key_cards => analyze_remaining_key_cards(GameState)
}.
%%
analyze_opponents(State, GameState) ->
OpponentModels = State#advanced_ai_state.opponent_models,
lists:map(
fun(Opponent) ->
Model = maps:get(Opponent, OpponentModels, create_new_opponent_model()),
analyze_single_opponent(Model, Opponent, GameState)
end,
get_opponents(GameState)
).
%%
analyze_card_patterns(State, GameState) ->
PatternDB = State#advanced_ai_state.pattern_database,
CurrentHand = get_current_hand(GameState),
#{
available_patterns => find_available_patterns(CurrentHand, PatternDB),
pattern_strength => evaluate_pattern_strength(CurrentHand, PatternDB),
combo_opportunities => identify_combo_opportunities(CurrentHand, PatternDB)
}.
%%
monte_carlo_tree_search(State, Actions, GameState) ->
MaxIterations = 1000,
lists:map(
fun(Action) ->
Score = run_mcts_simulation(State, Action, GameState, MaxIterations),
{Action, Score}
end,
Actions
).
%% MCTS模拟
run_mcts_simulation(State, Action, GameState, MaxIterations) ->
Root = create_mcts_node(GameState, Action),
lists:foldl(
fun(_, Score) ->
SimulationResult = simulate_game(State, Root),
update_mcts_statistics(Root, SimulationResult),
calculate_ucb_score(Root)
end,
0,
lists:seq(1, MaxIterations)
).
%%
apply_reinforcement_learning(State, EvaluatedActions) ->
LearningModel = State#advanced_ai_state.learning_model,
lists:map(
fun({Action, Score}) ->
RefinedScore = apply_learning_policy(LearningModel, Action, Score),
{Action, RefinedScore}
end,
EvaluatedActions
).
%%
apply_deep_learning_update(State, GameRecord) ->
%
Features = extract_game_features(GameRecord),
%
TrainingData = prepare_training_data(Features, GameRecord),
%
update_deep_learning_model(State#advanced_ai_state.learning_model, TrainingData).
%%
suggest_strategies(State, WinProbability) ->
case WinProbability of
P when P >= 0.7 ->
[aggressive_push, maintain_control];
P when P >= 0.4 ->
[balanced_play, seek_opportunities];
_ ->
[defensive_play, preserve_key_cards]
end.
%%
identify_advanced_patterns(Cards, PatternDB) ->
BasePatterns = find_base_patterns(Cards),
ComplexPatterns = find_complex_patterns(Cards),
SpecialCombos = find_special_combinations(Cards, PatternDB),
#{
base_patterns => BasePatterns,
complex_patterns => ComplexPatterns,
special_combos => SpecialCombos,
pattern_value => evaluate_pattern_combination_value(BasePatterns, ComplexPatterns, SpecialCombos)
}.
%%
create_new_opponent_model() ->
#{
play_style => undefined,
pattern_preferences => #{},
risk_tendency => 0.5,
skill_level => 0.5,
historical_plays => []
}.
%%
update_opponent_models(State, GameRecord) ->
lists:foldl(
fun(Play, Models) ->
update_single_opponent_model(Models, Play)
end,
State#advanced_ai_state.opponent_models,
extract_plays(GameRecord)
).
%%
evaluate_strategy_effectiveness(Strategy, GameState) ->
ControlFactor = evaluate_control_factor(Strategy, GameState),
TempoFactor = evaluate_tempo_factor(Strategy, GameState),
RiskFactor = evaluate_risk_factor(Strategy, GameState),
(ControlFactor * 0.4) + (TempoFactor * 0.3) + (RiskFactor * 0.3).

+ 73
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src/advanced_learning.erl 查看文件

@ -0,0 +1,73 @@
-module(advanced_learning).
-export([init/0, train/2, predict/2, update/3]).
-record(learning_state, {
neural_network, %
experience_buffer, %
model_version, %
training_stats %
}).
%%
-define(NETWORK_CONFIG, [
{input_layer, 512},
{hidden_layer_1, 256},
{hidden_layer_2, 128},
{hidden_layer_3, 64},
{output_layer, 32}
]).
%%
-define(LEARNING_RATE, 0.001).
-define(BATCH_SIZE, 64).
-define(EXPERIENCE_BUFFER_SIZE, 10000).
init() ->
Network = initialize_neural_network(?NETWORK_CONFIG),
#learning_state{
neural_network = Network,
experience_buffer = queue:new(),
model_version = 1,
training_stats = #{
total_games = 0,
win_rate = 0.0,
avg_reward = 0.0
}
}.
train(State, TrainingData) ->
%
Batch = prepare_batch(TrainingData, ?BATCH_SIZE),
%
{UpdatedNetwork, Loss} = train_network(State#learning_state.neural_network, Batch),
%
NewStats = update_training_stats(State#learning_state.training_stats, Loss),
%
State#learning_state{
neural_network = UpdatedNetwork,
training_stats = NewStats
}.
predict(State, Input) ->
% 使
Features = extract_features(Input),
Prediction = neural_network:forward(State#learning_state.neural_network, Features),
process_prediction(Prediction).
update(State, Experience, Reward) ->
%
NewBuffer = update_experience_buffer(State#learning_state.experience_buffer,
Experience,
Reward),
%
case should_train(NewBuffer) of
true ->
TrainingData = prepare_training_data(NewBuffer),
train(State#learning_state{experience_buffer = NewBuffer}, TrainingData);
false ->
State#learning_state{experience_buffer = NewBuffer}
end.

+ 176
- 0
src/ai_core.erl 查看文件

@ -0,0 +1,176 @@
-module(ai_core).
-export([init_ai/1, make_decision/2, update_strategy/3]).
-record(ai_state, {
personality, % aggressive | conservative | balanced
strategy_weights, %
knowledge_base, %
game_history = [] %
}).
%% AI初始化
init_ai(Personality) ->
#ai_state{
personality = Personality,
strategy_weights = init_weights(Personality),
knowledge_base = init_knowledge_base()
}.
%%
make_decision(AIState, GameState) ->
%
Situation = analyze_situation(GameState),
%
PossiblePlays = generate_possible_plays(GameState),
%
RatedPlays = evaluate_plays(PossiblePlays, AIState, Situation),
%
select_best_play(RatedPlays, AIState).
%%
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]
}.
%%
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.
%%
select_aggressive(RatedPlays) ->
%
{Play, _Score} = lists:max(RatedPlays),
Play.
select_conservative(RatedPlays) ->
%
SafePlays = filter_safe_plays(RatedPlays),
case SafePlays of
[] -> select_balanced(RatedPlays);
_ -> select_from_safe_plays(SafePlays)
end.
select_balanced(RatedPlays) ->
%
{Play, _Score} = select_balanced_play(RatedPlays),
Play.
%%
evaluate_hand_strength(GameState) ->
Cards = get_my_cards(GameState),
calculate_hand_value(Cards).
evaluate_control(GameState) ->
%
LastPlay = get_last_play(GameState),
MyCards = get_my_cards(GameState),
can_control_game(MyCards, LastPlay).
estimate_opponent_cards(GameState) ->
%
PlayedCards = get_played_cards(GameState),
MyCards = get_my_cards(GameState),
estimate_remaining_cards(PlayedCards, MyCards).
%%
update_knowledge(KnowledgeBase, GameHistory) ->
% AI的知识库
NewPatterns = extract_patterns(GameHistory),
merge_knowledge(KnowledgeBase, NewPatterns).
extract_patterns(GameHistory) ->
%
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
).

+ 29
- 0
src/ai_optimizer.erl 查看文件

@ -0,0 +1,29 @@
-module(ai_optimizer).
-export([optimize_ai_system/2, tune_parameters/2]).
optimize_ai_system(AIState, Metrics) ->
%
PerformanceAnalysis = analyze_performance_metrics(Metrics),
%
OptimizedDecisionSystem = optimize_decision_system(AIState, PerformanceAnalysis),
%
OptimizedLearningSystem = optimize_learning_system(AIState, PerformanceAnalysis),
% AI状态
AIState#ai_state{
decision_system = OptimizedDecisionSystem,
learning_system = OptimizedLearningSystem
}.
tune_parameters(Parameters, Performance) ->
%
OptimizedParams = lists:map(
fun({Param, Value}) ->
NewValue = adjust_parameter(Param, Value, Performance),
{Param, NewValue}
end,
Parameters
),
maps:from_list(OptimizedParams).

+ 158
- 0
src/ai_player.erl 查看文件

@ -0,0 +1,158 @@
-module(ai_player).
-behaviour(gen_server).
-export([start_link/1, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([create_ai_player/1, play_turn/1]).
-record(state, {
name,
game_pid,
cards = [],
difficulty = normal, % easy | normal | hard
strategy = undefined, % landlord | farmer
last_play = []
}).
%% AI难度设置
-define(EASY_THINK_TIME, 1000). % 1
-define(NORMAL_THINK_TIME, 500). % 0.5
-define(HARD_THINK_TIME, 200). % 0.2
%% API
start_link(Name) ->
gen_server:start_link(?MODULE, [Name], []).
create_ai_player(Difficulty) ->
Name = generate_ai_name(),
{ok, Pid} = start_link(Name),
gen_server:cast(Pid, {set_difficulty, Difficulty}),
{ok, Pid}.
play_turn(AiPid) ->
gen_server:cast(AiPid, play_turn).
%% Callbacks
init([Name]) ->
{ok, #state{name = Name}}.
handle_call(get_name, _From, State) ->
{reply, {ok, State#state.name}, State};
handle_call(_Request, _From, State) ->
{reply, {error, unknown_call}, State}.
handle_cast({set_difficulty, Difficulty}, State) ->
{noreply, State#state{difficulty = Difficulty}};
handle_cast({update_cards, Cards}, State) ->
{noreply, State#state{cards = Cards}};
handle_cast({set_strategy, Strategy}, State) ->
{noreply, State#state{strategy = Strategy}};
handle_cast(play_turn, State) ->
timer:sleep(get_think_time(State#state.difficulty)),
{Play, NewState} = calculate_best_play(State),
case Play of
pass ->
game_server:pass(State#state.game_pid, self());
Cards ->
game_server:play_cards(State#state.game_pid, self(), Cards)
end,
{noreply, NewState};
handle_cast(_Msg, State) ->
{noreply, State}.
handle_info(_Info, State) ->
{noreply, State}.
%%
% AI玩家名称
generate_ai_name() ->
Names = ["AlphaBot", "DeepPlayer", "SmartAI", "MasterBot", "ProBot"],
RandomName = lists:nth(rand:uniform(length(Names)), Names),
RandomNum = integer_to_list(rand:uniform(999)),
RandomName ++ "_" ++ RandomNum.
%
get_think_time(easy) -> ?EASY_THINK_TIME;
get_think_time(normal) -> ?NORMAL_THINK_TIME;
get_think_time(hard) -> ?HARD_THINK_TIME.
%
calculate_best_play(State = #state{cards = Cards, strategy = Strategy, last_play = LastPlay}) ->
case Strategy of
landlord -> calculate_landlord_play(Cards, LastPlay, State);
farmer -> calculate_farmer_play(Cards, LastPlay, State)
end.
%
calculate_landlord_play(Cards, LastPlay, State) ->
case should_play_big(Cards, LastPlay, State) of
true ->
{get_biggest_play(Cards, LastPlay), State};
false ->
{get_optimal_play(Cards, LastPlay), State}
end.
%
calculate_farmer_play(Cards, LastPlay, State) ->
case should_save_cards(Cards, LastPlay, State) of
true ->
{pass, State};
false ->
{get_optimal_play(Cards, LastPlay), State}
end.
%
should_play_big(Cards, LastPlay, _State) ->
RemainingCount = length(Cards),
case RemainingCount of
1 -> true;
2 -> true;
_ ->
has_winning_chance(Cards, LastPlay)
end.
%
should_save_cards(Cards, LastPlay, _State) ->
case LastPlay of
[] -> false;
_ ->
RemainingCount = length(Cards),
OtherPlayerCards = estimate_other_players_cards(),
RemainingCount < 5 andalso OtherPlayerCards > RemainingCount * 2
end.
%
estimate_other_players_cards() ->
15. %
%
has_winning_chance(Cards, _LastPlay) ->
%
length(Cards) =< 4.
%
get_biggest_play(Cards, LastPlay) ->
%
% card_rules
case LastPlay of
[] ->
find_biggest_combination(Cards);
_ ->
find_bigger_combination(Cards, LastPlay)
end.
%
get_optimal_play(Cards, LastPlay) ->
%
%
case LastPlay of
[] ->
find_optimal_combination(Cards);
_ ->
find_minimum_bigger_combination(Cards, LastPlay)
end.

+ 160
- 0
src/ai_strategy.erl 查看文件

@ -0,0 +1,160 @@
-module(ai_strategy).
-export([initialize_strategy/0, update_strategy/2, make_decision/2,
analyze_game_state/1, evaluate_play/3]).
-record(game_state, {
hand_cards, %
played_cards = [], %
player_position, % /
remaining_cards, %
stage, %
last_play, %
control_status %
}).
%%
-define(STRATEGY_WEIGHTS, #{
early_game => #{
control_weight => 0.7,
combo_weight => 0.5,
defensive_weight => 0.3,
risk_weight => 0.4
},
mid_game => #{
control_weight => 0.5,
combo_weight => 0.6,
defensive_weight => 0.5,
risk_weight => 0.5
},
late_game => #{
control_weight => 0.3,
combo_weight => 0.8,
defensive_weight => 0.7,
risk_weight => 0.6
}
}).
%%
initialize_strategy() ->
#{
weights => ?STRATEGY_WEIGHTS,
learning_rate => 0.01,
adaptation_rate => 0.1,
experience => #{},
history => []
}.
%%
update_strategy(Strategy, GameState) ->
Stage = determine_game_stage(GameState),
UpdatedWeights = adjust_weights(Strategy, Stage, GameState),
NewExperience = update_experience(Strategy, GameState),
Strategy#{
weights => UpdatedWeights,
experience => NewExperience,
history => [GameState | maps:get(history, Strategy)]
}.
%%
make_decision(Strategy, GameState) ->
PossiblePlays = generate_possible_plays(GameState#game_state.hand_cards),
EvaluatedPlays = evaluate_all_plays(PossiblePlays, Strategy, GameState),
select_best_play(EvaluatedPlays, Strategy, GameState).
%%
evaluate_all_plays(Plays, Strategy, GameState) ->
lists:map(
fun(Play) ->
Score = evaluate_play(Play, Strategy, GameState),
{Play, Score}
end,
Plays
).
%%
evaluate_play(Play, Strategy, GameState) ->
Weights = get_stage_weights(Strategy, GameState#game_state.stage),
ControlScore = evaluate_control(Play, GameState) * maps:get(control_weight, Weights),
ComboScore = evaluate_combo(Play, GameState) * maps:get(combo_weight, Weights),
DefensiveScore = evaluate_defensive(Play, GameState) * maps:get(defensive_weight, Weights),
RiskScore = evaluate_risk(Play, GameState) * maps:get(risk_weight, Weights),
ControlScore + ComboScore + DefensiveScore + RiskScore.
%%
select_best_play(EvaluatedPlays, Strategy, GameState) ->
case should_apply_randomness(Strategy, GameState) of
true ->
apply_randomness(EvaluatedPlays);
false ->
{Play, _Score} = lists:max(EvaluatedPlays),
Play
end.
%%
determine_game_stage(#game_state{remaining_cards = Remaining}) ->
case Remaining of
N when N > 15 -> early_game;
N when N > 8 -> mid_game;
_ -> late_game
end.
adjust_weights(Strategy, Stage, GameState) ->
CurrentWeights = maps:get(Stage, maps:get(weights, Strategy)),
AdaptationRate = maps:get(adaptation_rate, Strategy),
%
adjust_weight_based_on_state(CurrentWeights, GameState, AdaptationRate).
update_experience(Strategy, GameState) ->
Experience = maps:get(experience, Strategy),
GamePattern = extract_game_pattern(GameState),
maps:update_with(
GamePattern,
fun(Count) -> Count + 1 end,
1,
Experience
).
evaluate_control(Play, GameState) ->
case Play of
pass -> 0.0;
_ ->
RemainingControl = calculate_remaining_control(GameState),
PlayStrength = game_logic:calculate_card_value(Play),
RemainingControl * PlayStrength / 100.0
end.
evaluate_combo(Play, GameState) ->
RemainingCombos = count_remaining_combos(GameState#game_state.hand_cards -- Play),
case RemainingCombos of
0 -> 1.0;
_ -> 0.8 * (1 - 1/RemainingCombos)
end.
evaluate_defensive(Play, GameState) ->
case GameState#game_state.player_position of
farmer ->
evaluate_farmer_defensive(Play, GameState);
landlord ->
evaluate_landlord_defensive(Play, GameState)
end.
evaluate_risk(Play, GameState) ->
case is_risky_play(Play, GameState) of
true -> 0.3;
false -> 1.0
end.
should_apply_randomness(Strategy, GameState) ->
ExperienceCount = maps:size(maps:get(experience, Strategy)),
ExperienceCount < 1000 orelse is_close_game(GameState).
apply_randomness(EvaluatedPlays) ->
RandomFactor = 0.1,
Plays = [{Play, Score + (rand:uniform() * RandomFactor)} || {Play, Score} <- EvaluatedPlays],
{SelectedPlay, _} = lists:max(Plays),
SelectedPlay.

+ 58
- 0
src/ai_test.erl 查看文件

@ -0,0 +1,58 @@
-module(ai_test).
-export([run_test/0]).
run_test() ->
%
{ok, DL} = deep_learning:start_link(),
{ok, PC} = parallel_compute:start_link(),
{ok, PM} = performance_monitor:start_link(),
{ok, VS} = visualization:start_link(),
%
TestData = create_test_data(),
%
{ok, Network} = deep_learning:train_network(test_network, TestData),
%
TestInput = prepare_test_input(),
{ok, Prediction} = deep_learning:predict(test_network, TestInput),
%
{ok, MonitorId} = performance_monitor:start_monitoring(test_network),
%
timer:sleep(5000),
%
{ok, Metrics} = performance_monitor:get_metrics(MonitorId),
%
{ok, ChartId} = visualization:create_chart(line_chart, Metrics),
%
{ok, Report} = performance_monitor:generate_report(MonitorId),
{ok, Chart} = visualization:export_chart(ChartId, png),
%
ok = performance_monitor:stop_monitoring(MonitorId),
%
#{
prediction => Prediction,
metrics => Metrics,
report => Report,
chart => Chart
}.
%
create_test_data() ->
[
{[1,2,3], [4]},
{[2,3,4], [5]},
{[3,4,5], [6]},
{[4,5,6], [7]}
].
prepare_test_input() ->
[5,6,7].

+ 106
- 0
src/auto_player.erl 查看文件

@ -0,0 +1,106 @@
-module(auto_player).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([take_over/1, release/1, is_auto_playing/1]).
-record(state, {
controlled_players = #{}, % Map: PlayerPid -> OriginalPlayer
active_games = #{} % Map: GamePid -> [{PlayerPid, Cards}]
}).
%% API
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
take_over(PlayerPid) ->
gen_server:call(?MODULE, {take_over, PlayerPid}).
release(PlayerPid) ->
gen_server:call(?MODULE, {release, PlayerPid}).
is_auto_playing(PlayerPid) ->
gen_server:call(?MODULE, {is_auto_playing, PlayerPid}).
%% Callbacks
init([]) ->
{ok, #state{}}.
handle_call({take_over, PlayerPid}, _From, State = #state{controlled_players = Players}) ->
case maps:is_key(PlayerPid, Players) of
true ->
{reply, {error, already_controlled}, State};
false ->
NewPlayers = maps:put(PlayerPid, {auto, os:timestamp()}, Players),
{reply, ok, State#state{controlled_players = NewPlayers}}
end;
handle_call({release, PlayerPid}, _From, State = #state{controlled_players = Players}) ->
NewPlayers = maps:remove(PlayerPid, Players),
{reply, ok, State#state{controlled_players = NewPlayers}};
handle_call({is_auto_playing, PlayerPid}, _From, State = #state{controlled_players = Players}) ->
{reply, maps:is_key(PlayerPid, Players), State};
handle_call(_Request, _From, State) ->
{reply, {error, unknown_call}, State}.
handle_cast({game_update, GamePid, PlayerPid, Cards}, State) ->
NewState = update_game_state(GamePid, PlayerPid, Cards, State),
maybe_play_turn(GamePid, PlayerPid, NewState),
{noreply, NewState};
handle_cast(_Msg, State) ->
{noreply, State}.
handle_info(_Info, State) ->
{noreply, State}.
%%
update_game_state(GamePid, PlayerPid, Cards, State = #state{active_games = Games}) ->
GamePlayers = maps:get(GamePid, Games, []),
UpdatedPlayers = lists:keystore(PlayerPid, 1, GamePlayers, {PlayerPid, Cards}),
NewGames = maps:put(GamePid, UpdatedPlayers, Games),
State#state{active_games = NewGames}.
maybe_play_turn(GamePid, PlayerPid, State) ->
case should_play_turn(GamePid, PlayerPid, State) of
true ->
timer:sleep(rand:uniform(1000) + 500), % 使
Play = calculate_auto_play(GamePid, PlayerPid, State),
execute_play(GamePid, PlayerPid, Play);
false ->
ok
end.
should_play_turn(GamePid, PlayerPid, #state{controlled_players = Players}) ->
maps:is_key(PlayerPid, Players) andalso is_current_player(GamePid, PlayerPid).
is_current_player(GamePid, PlayerPid) ->
%
case game_server:get_current_player(GamePid) of
{ok, CurrentPlayer} -> CurrentPlayer =:= PlayerPid;
_ -> false
end.
calculate_auto_play(GamePid, PlayerPid, #state{active_games = Games}) ->
GameState = maps:get(GamePid, Games, []),
{_, Cards} = lists:keyfind(PlayerPid, 1, GameState),
LastPlay = game_server:get_last_play(GamePid),
case can_beat_play(Cards, LastPlay) of
{true, Play} -> {play, Play};
false -> pass
end.
execute_play(_GamePid, _PlayerPid, pass) ->
game_server:pass(_GamePid, _PlayerPid);
execute_play(_GamePid, _PlayerPid, {play, Cards}) ->
game_server:play_cards(_GamePid, _PlayerPid, Cards).
can_beat_play(Cards, LastPlay) ->
% 使 card_rules
case card_rules:find_valid_plays(Cards, LastPlay) of
[] -> false;
[BestPlay|_] -> {true, BestPlay}
end.

+ 15
- 0
src/cardSrv.app.src 查看文件

@ -0,0 +1,15 @@
{application, cardSrv,
[{description, "An OTP application"},
{vsn, "0.1.0"},
{registered, []},
{mod, {cardSrv_app, []}},
{applications,
[kernel,
stdlib
]},
{env,[]},
{modules, []},
{licenses, ["Apache-2.0"]},
{links, []}
]}.

+ 18
- 0
src/cardSrv_app.erl 查看文件

@ -0,0 +1,18 @@
%%%-------------------------------------------------------------------
%% @doc cardSrv public API
%% @end
%%%-------------------------------------------------------------------
-module(cardSrv_app).
-behaviour(application).
-export([start/2, stop/1]).
start(_StartType, _StartArgs) ->
cardSrv_sup:start_link().
stop(_State) ->
ok.
%% internal functions

+ 35
- 0
src/cardSrv_sup.erl 查看文件

@ -0,0 +1,35 @@
%%%-------------------------------------------------------------------
%% @doc cardSrv top level supervisor.
%% @end
%%%-------------------------------------------------------------------
-module(cardSrv_sup).
-behaviour(supervisor).
-export([start_link/0]).
-export([init/1]).
-define(SERVER, ?MODULE).
start_link() ->
supervisor:start_link({local, ?SERVER}, ?MODULE, []).
%% sup_flags() = #{strategy => strategy(), % optional
%% intensity => non_neg_integer(), % optional
%% period => pos_integer()} % optional
%% child_spec() = #{id => child_id(), % mandatory
%% start => mfargs(), % mandatory
%% restart => restart(), % optional
%% shutdown => shutdown(), % optional
%% type => worker(), % optional
%% modules => modules()} % optional
init([]) ->
SupFlags = #{strategy => one_for_all,
intensity => 0,
period => 1},
ChildSpecs = [],
{ok, {SupFlags, ChildSpecs}}.
%% internal functions

+ 93
- 0
src/card_rules.erl 查看文件

@ -0,0 +1,93 @@
-module(card_rules).
-export([validate_play/2, get_card_type/1, compare_cards/2]).
%%
validate_play(Cards, LastPlay) ->
case {get_card_type(Cards), get_card_type(LastPlay)} of
{invalid, _} -> false;
{_, undefined} -> true; %
{Type, Type} -> compare_cards(Cards, LastPlay);
{bomb, _} -> true;
{rocket, _} -> true;
_ -> false
end.
%%
get_card_type(Cards) ->
case length(Cards) of
0 -> undefined;
1 -> single;
2 -> check_pair(Cards);
3 -> check_three(Cards);
4 -> check_bomb_or_three_one(Cards);
_ -> check_sequence(Cards)
end.
%%
check_pair([{_, N}, {_, N}]) -> pair;
check_pair(_) -> invalid.
%%
check_three([{_, N}, {_, N}, {_, N}]) -> three;
check_three(_) -> invalid.
%%
check_bomb_or_three_one(Cards) ->
Grouped = group_cards(Cards),
case Grouped of
[{_, 4}|_] -> bomb;
[{_, 3}, {_, 1}] -> three_one;
_ -> invalid
end.
%%
check_sequence(Cards) ->
case is_straight(Cards) of
true -> straight;
false -> check_other_types(Cards)
end.
%%
compare_cards(Cards1, Cards2) ->
case {get_card_type(Cards1), get_card_type(Cards2)} of
{rocket, _} -> true;
{bomb, OtherType} when OtherType =/= bomb -> true;
{Same, Same} -> compare_value(Cards1, Cards2);
_ -> false
end.
%% -
group_cards(Cards) ->
Dict = lists:foldl(
fun({_, N}, Acc) ->
dict:update_counter(N, 1, Acc)
end,
dict:new(),
Cards
),
lists:sort(
fun({_, Count1}, {_, Count2}) -> Count1 >= Count2 end,
dict:to_list(Dict)
).
%% -
is_straight(Cards) ->
CardValues = [{"3",3}, {"4",4}, {"5",5}, {"6",6}, {"7",7}, {"8",8}, {"9",9},
{"10",10}, {"J",11}, {"Q",12}, {"K",13}, {"A",14}, {"2",15}],
Values = [proplists:get_value(N, CardValues) || {_, N} <- Cards],
SortedValues = lists:sort(Values),
case length(SortedValues) >= 5 of
true ->
lists:all(fun({A, B}) -> B - A =:= 1 end,
lists:zip(SortedValues, tl(SortedValues)));
false -> false
end.
%%
compare_value(Cards1, Cards2) ->
CardValues = [{"3",3}, {"4",4}, {"5",5}, {"6",6}, {"7",7}, {"8",8}, {"9",9},
{"10",10}, {"J",11}, {"Q",12}, {"K",13}, {"A",14}, {"2",15},
{"小王",16}, {"大王",17}],
Max1 = lists:max([proplists:get_value(N, CardValues) || {_, N} <- Cards1]),
Max2 = lists:max([proplists:get_value(N, CardValues) || {_, N} <- Cards2]),
Max1 > Max2.

+ 34
- 0
src/cards.erl 查看文件

@ -0,0 +1,34 @@
-module(cards).
-export([init_cards/0, shuffle_cards/1, deal_cards/1, sort_cards/1]).
%%
init_cards() ->
Colors = ["", "", "", ""],
Numbers = ["3","4","5","6","7","8","9","10","J","Q","K","A","2"],
Cards = [{Color, Number} || Color <- Colors, Number <- Numbers],
[{joker, "小王"}, {joker, "大王"}] ++ Cards.
%%
shuffle_cards(Cards) ->
List = [{rand:uniform(), Card} || Card <- Cards],
[Card || {_, Card} <- lists:sort(List)].
%% - {Player1Cards, Player2Cards, Player3Cards, LandlordCards}
deal_cards(Cards) ->
{First17, Rest} = lists:split(17, Cards),
{Second17, Rest2} = lists:split(17, Rest),
{Third17, LandlordCards} = lists:split(17, Rest2),
{First17, Second17, Third17, LandlordCards}.
%% -
sort_cards(Cards) ->
CardValues = [{"3",3}, {"4",4}, {"5",5}, {"6",6}, {"7",7}, {"8",8}, {"9",9},
{"10",10}, {"J",11}, {"Q",12}, {"K",13}, {"A",14}, {"2",15},
{"小王",16}, {"大王",17}],
lists:sort(
fun({_, N1}, {_, N2}) ->
{_, V1} = lists:keyfind(N1, 1, CardValues),
{_, V2} = lists:keyfind(N2, 1, CardValues),
V1 =< V2
end,
Cards).

+ 53
- 0
src/decision_engine.erl 查看文件

@ -0,0 +1,53 @@
-module(decision_engine).
-export([make_decision/3, evaluate_options/2, calculate_win_probability/2]).
make_decision(GameState, AIState, Options) ->
%
EvaluatedOptions = deep_evaluate_options(Options, GameState, AIState),
%
WinProbabilities = calculate_win_probabilities(EvaluatedOptions, GameState),
%
RiskAnalysis = analyze_risks(EvaluatedOptions, GameState),
%
BestOption = select_optimal_option(EvaluatedOptions, WinProbabilities, RiskAnalysis),
%
apply_decision(BestOption, GameState, AIState).
deep_evaluate_options(Options, GameState, AIState) ->
lists:map(
fun(Option) ->
%
SearchResult = monte_carlo_search(Option, GameState, 1000),
%
StrategyScore = strategy_optimizer:evaluate_strategy(Option, GameState),
%
OpponentReaction = opponent_modeling:predict_play(AIState#ai_state.opponent_model, GameState),
%
{Option, calculate_comprehensive_score(SearchResult, StrategyScore, OpponentReaction)}
end,
Options
).
calculate_win_probability(Option, GameState) ->
%
SituationScore = analyze_situation_score(GameState),
%
PatternScore = analyze_pattern_strength(Option),
%
OpponentScore = analyze_opponent_factors(GameState),
%
calculate_combined_probability([
{SituationScore, 0.4},
{PatternScore, 0.3},
{OpponentScore, 0.3}
]).

+ 104
- 0
src/deep_learning.erl 查看文件

@ -0,0 +1,104 @@
-module(deep_learning).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([train_network/2, predict/2, update_network/2, get_network_stats/1]).
-record(state, {
networks = #{}, % Map: NetworkName -> NetworkData
training_queue = [], %
batch_size = 32, %
learning_rate = 0.001 %
}).
-record(network, {
layers = [], %
weights = #{}, %
biases = #{}, %
activation = relu, %
optimizer = adam, %
loss_history = [], %
accuracy_history = [] %
}).
%% API
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
train_network(NetworkName, TrainingData) ->
gen_server:call(?MODULE, {train, NetworkName, TrainingData}).
predict(NetworkName, Input) ->
gen_server:call(?MODULE, {predict, NetworkName, Input}).
update_network(NetworkName, Gradients) ->
gen_server:cast(?MODULE, {update, NetworkName, Gradients}).
get_network_stats(NetworkName) ->
gen_server:call(?MODULE, {get_stats, NetworkName}).
%%
initialize_network(LayerSizes) ->
Layers = create_layers(LayerSizes),
Weights = initialize_weights(Layers),
Biases = initialize_biases(Layers),
#network{
layers = Layers,
weights = Weights,
biases = Biases
}.
create_layers(Sizes) ->
lists:map(fun(Size) ->
#{size => Size, type => dense}
end, Sizes).
initialize_weights(Layers) ->
lists:foldl(
fun(Layer, Acc) ->
Size = maps:get(size, Layer),
W = random_matrix(Size, Size),
maps:put(Size, W, Acc)
end,
#{},
Layers
).
random_matrix(Rows, Cols) ->
matrix:new(Rows, Cols, fun() -> rand:uniform() - 0.5 end).
forward_propagation(Input, Network) ->
#network{layers = Layers, weights = Weights, biases = Biases} = Network,
lists:foldl(
fun(Layer, Acc) ->
W = maps:get(maps:get(size, Layer), Weights),
B = maps:get(maps:get(size, Layer), Biases),
Z = matrix:add(matrix:multiply(W, Acc), B),
activate(Z, Network#network.activation)
end,
Input,
Layers
).
backward_propagation(Network, Input, Target) ->
%
{Gradients, Loss} = calculate_gradients(Network, Input, Target),
{Network#network{
weights = update_weights(Network#network.weights, Gradients),
loss_history = [Loss | Network#network.loss_history]
}, Loss}.
activate(Z, relu) ->
matrix:map(fun(X) -> max(0, X) end, Z);
activate(Z, sigmoid) ->
matrix:map(fun(X) -> 1 / (1 + math:exp(-X)) end, Z);
activate(Z, tanh) ->
matrix:map(fun(X) -> math:tanh(X) end, Z).
optimize(Network, Gradients, adam) ->
% Adam优化器
update_adam(Network, Gradients);
optimize(Network, Gradients, sgd) ->
%
update_sgd(Network, Gradients).

+ 136
- 0
src/game_core.erl 查看文件

@ -0,0 +1,136 @@
-module(game_core).
-export([start_game/3, play_cards/3, get_game_state/1, is_valid_play/2]).
-export([init_deck/0, deal_cards/1, get_card_type/1, compare_cards/2]).
-record(game_state, {
players = [], % [{Pid, Cards, Role}]
current_player, % Pid
last_play = [], % {Pid, Cards}
played_cards = [], % [{Pid, Cards}]
stage = waiting, % waiting | playing | finished
landlord_cards = [] %
}).
%%
init_deck() ->
Colors = ["", "", "", ""],
Numbers = ["3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K", "A", "2"],
Cards = [{Color, Number} || Color <- Colors, Number <- Numbers],
Jokers = [{"", "小王"}, {"", "大王"}],
shuffle(Cards ++ Jokers).
%%
deal_cards(Deck) ->
{Players, Landlord} = lists:split(51, Deck),
{lists:sublist(Players, 1, 17),
lists:sublist(Players, 18, 17),
lists:sublist(Players, 35, 17),
Landlord}.
%%
start_game(Player1, Player2, Player3) ->
Deck = init_deck(),
{Cards1, Cards2, Cards3, LandlordCards} = deal_cards(Deck),
%
LandlordIdx = rand:uniform(3),
Players = assign_roles([{Player1, Cards1}, {Player2, Cards2}, {Player3, Cards3}], LandlordIdx),
#game_state{
players = Players,
current_player = element(1, lists:nth(LandlordIdx, Players)),
landlord_cards = LandlordCards
}.
%%
play_cards(GameState, PlayerPid, Cards) ->
case validate_play(GameState, PlayerPid, Cards) of
true ->
NewState = update_game_state(GameState, PlayerPid, Cards),
check_game_end(NewState);
false ->
{error, invalid_play}
end.
%%
validate_play(GameState, PlayerPid, Cards) ->
case get_player_cards(GameState, PlayerPid) of
{ok, PlayerCards} ->
has_cards(PlayerCards, Cards) andalso
is_valid_play(Cards, GameState#game_state.last_play);
_ ->
false
end.
%%
get_card_type(Cards) ->
Sorted = sort_cards(Cards),
case analyze_pattern(Sorted) of
{Type, Value} -> {ok, Type, Value};
invalid -> {error, invalid_pattern}
end.
%%
shuffle(List) ->
[X || {_, X} <- lists:sort([{rand:uniform(), N} || N <- List])].
analyze_pattern(Cards) ->
case length(Cards) of
1 -> {single, card_value(hd(Cards))};
2 -> analyze_pair(Cards);
3 -> analyze_triple(Cards);
4 -> analyze_four_cards(Cards);
_ -> analyze_complex_pattern(Cards)
end.
analyze_pair([{_, N}, {_, N}]) -> {pair, card_value({any, N})};
analyze_pair(_) -> invalid.
analyze_triple([{_, N}, {_, N}, {_, N}]) -> {triple, card_value({any, N})};
analyze_triple(_) -> invalid.
analyze_four_cards(Cards) ->
case group_cards(Cards) of
#{4 := [Value]} -> {bomb, card_value({any, Value})};
_ -> analyze_four_with_two(Cards)
end.
analyze_complex_pattern(Cards) ->
case is_straight(Cards) of
true -> {straight, highest_card_value(Cards)};
false -> analyze_other_patterns(Cards)
end.
%%
card_value({_, "A"}) -> 14;
card_value({_, "2"}) -> 15;
card_value({_, "小王"}) -> 16;
card_value({_, "大王"}) -> 17;
card_value({_, N}) when is_list(N) ->
try list_to_integer(N)
catch _:_ ->
case N of
"J" -> 11;
"Q" -> 12;
"K" -> 13
end
end.
sort_cards(Cards) ->
lists:sort(fun(A, B) -> card_value(A) =< card_value(B) end, Cards).
group_cards(Cards) ->
lists:foldl(
fun({_, N}, Acc) ->
maps:update_with(N, fun(L) -> [N|L] end, [N], Acc)
end,
#{},
Cards
).
is_straight(Cards) ->
Values = [card_value(C) || C <- Cards],
Sorted = lists:sort(Values),
length(Sorted) >= 5 andalso
lists:all(fun({A, B}) -> B - A =:= 1 end,
lists:zip(Sorted, tl(Sorted))).

+ 171
- 0
src/game_logic.erl 查看文件

@ -0,0 +1,171 @@
-module(game_logic).
-export([validate_play/2, calculate_card_value/1, evaluate_hand_strength/1,
find_all_possible_patterns/1, analyze_card_pattern/1]).
-define(CARD_VALUES, #{
"3" => 3, "4" => 4, "5" => 5, "6" => 6, "7" => 7, "8" => 8, "9" => 9,
"10" => 10, "J" => 11, "Q" => 12, "K" => 13, "A" => 14, "2" => 15,
"小王" => 16, "大王" => 17
}).
%%
-record(card_pattern, {
type, % single | pair | triple | triple_with_one | straight |
% straight_pair | airplane | airplane_with_wings | four_with_two | bomb | rocket
value, %
length = 1, %
extra = [] %
}).
%%
validate_play(Cards, LastPlay) ->
case analyze_card_pattern(Cards) of
{invalid, _} ->
false;
{Pattern, Value} ->
case analyze_card_pattern(LastPlay) of
{Pattern, LastValue} when Value > LastValue ->
true;
{_, _} ->
check_special_cases(Pattern, Value, LastPlay);
_ ->
false
end
end.
%%
analyze_card_pattern(Cards) ->
Grouped = group_cards(Cards),
case identify_pattern(Grouped) of
{Type, Value} when Type =/= invalid ->
{#card_pattern{type = Type, value = Value}, Value};
_ ->
{invalid, 0}
end.
%%
calculate_card_value(Cards) ->
{Pattern, BaseValue} = analyze_card_pattern(Cards),
case Pattern#card_pattern.type of
bomb -> BaseValue * 2;
rocket -> 1000;
_ -> BaseValue
end.
%%
evaluate_hand_strength(Cards) ->
Patterns = find_all_possible_patterns(Cards),
BaseScore = lists:foldl(
fun(Pattern, Acc) ->
Acc + calculate_pattern_value(Pattern)
end,
0,
Patterns
),
adjust_score_by_combination(BaseScore, Cards).
%%
find_all_possible_patterns(Cards) ->
Grouped = group_cards(Cards),
Singles = find_singles(Grouped),
Pairs = find_pairs(Grouped),
Triples = find_triples(Grouped),
Straights = find_straights(Cards),
StraightPairs = find_straight_pairs(Grouped),
Airplanes = find_airplanes(Grouped),
Bombs = find_bombs(Grouped),
Rockets = find_rockets(Cards),
Singles ++ Pairs ++ Triples ++ Straights ++ StraightPairs ++
Airplanes ++ Bombs ++ Rockets.
%%
group_cards(Cards) ->
lists:foldl(
fun({_, Number}, Acc) ->
maps:update_with(
Number,
fun(Count) -> Count + 1 end,
1,
Acc
)
end,
#{},
Cards
).
identify_pattern(Grouped) ->
case maps:size(Grouped) of
1 ->
[{Number, Count}] = maps:to_list(Grouped),
case Count of
1 -> {single, maps:get(Number, ?CARD_VALUES)};
2 -> {pair, maps:get(Number, ?CARD_VALUES)};
3 -> {triple, maps:get(Number, ?CARD_VALUES)};
4 -> {bomb, maps:get(Number, ?CARD_VALUES)};
_ -> {invalid, 0}
end;
_ ->
identify_complex_pattern(Grouped)
end.
identify_complex_pattern(Grouped) ->
case find_straight_pattern(Grouped) of
{ok, Pattern} -> Pattern;
false ->
case find_airplane_pattern(Grouped) of
{ok, Pattern} -> Pattern;
false ->
case find_four_with_two(Grouped) of
{ok, Pattern} -> Pattern;
false -> {invalid, 0}
end
end
end.
find_straight_pattern(Grouped) ->
Numbers = lists:sort(maps:keys(Grouped)),
case is_consecutive(Numbers) of
true when length(Numbers) >= 5 ->
MaxValue = lists:max([maps:get(N, ?CARD_VALUES) || N <- Numbers]),
{ok, {straight, MaxValue}};
_ ->
false
end.
is_consecutive(Numbers) ->
case Numbers of
[] -> true;
[_] -> true;
[First|Rest] ->
lists:all(
fun({A, B}) -> maps:get(B, ?CARD_VALUES) - maps:get(A, ?CARD_VALUES) =:= 1 end,
lists:zip(Numbers, Rest)
)
end.
calculate_pattern_value(Pattern) ->
case Pattern of
#card_pattern{type = single, value = V} -> V;
#card_pattern{type = pair, value = V} -> V * 2;
#card_pattern{type = triple, value = V} -> V * 3;
#card_pattern{type = bomb, value = V} -> V * 4;
#card_pattern{type = rocket} -> 1000;
#card_pattern{type = straight, value = V, length = L} -> V * L;
_ -> 0
end.
adjust_score_by_combination(BaseScore, Cards) ->
CombinationBonus = case length(Cards) of
N when N =< 5 -> BaseScore * 1.2;
N when N =< 10 -> BaseScore * 1.1;
_ -> BaseScore
end,
round(CombinationBonus).
check_special_cases(Pattern, Value, LastPlay) ->
case Pattern#card_pattern.type of
bomb -> true;
rocket -> true;
_ -> false
end.

+ 51
- 0
src/game_manager.erl 查看文件

@ -0,0 +1,51 @@
-module(game_manager).
-export([start_game/3, handle_play/2, end_game/1]).
-record(game_manager_state, {
game_id,
players,
ai_players,
current_state,
history
}).
start_game(Player1, Player2, Player3) ->
%
GameState = game_core:init_game_state(),
% AI玩家
AIPlayers = initialize_ai_players(),
%
GameManagerState = #game_manager_state{
game_id = generate_game_id(),
players = [Player1, Player2, Player3],
ai_players = AIPlayers,
current_state = GameState,
history = []
},
%
game_loop(GameManagerState).
handle_play(GameManagerState, Play) ->
%
case game_core:validate_play(GameManagerState#game_manager_state.current_state, Play) of
true ->
%
NewState = game_core:update_state(GameManagerState#game_manager_state.current_state, Play),
% AI玩家
UpdatedAIPlayers = update_ai_players(GameManagerState#game_manager_state.ai_players, Play),
%
NewHistory = [Play | GameManagerState#game_manager_state.history],
GameManagerState#game_manager_state{
current_state = NewState,
ai_players = UpdatedAIPlayers,
history = NewHistory
};
false ->
{error, invalid_play}
end.

+ 191
- 0
src/game_server.erl 查看文件

@ -0,0 +1,191 @@
-module(game_server).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([create_game/0, join_game/2, start_game/1, play_cards/3, pass/2]).
-record(state, {
players = [], % [{PlayerPid, Cards}]
current_player = none,
last_play = [],
landlord = none,
game_status = waiting % waiting | playing | finished
}).
%% API
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
create_game() ->
gen_server:call(?MODULE, create_game).
join_game(GamePid, PlayerPid) ->
gen_server:call(GamePid, {join_game, PlayerPid}).
start_game(GamePid) ->
gen_server:call(GamePid, start_game).
play_cards(GamePid, PlayerPid, Cards) ->
gen_server:call(GamePid, {play_cards, PlayerPid, Cards}).
pass(GamePid, PlayerPid) ->
gen_server:call(GamePid, {pass, PlayerPid}).
%% Callbacks
init([]) ->
{ok, #state{}}.
handle_call(create_game, _From, State) ->
{reply, {ok, self()}, State#state{players = [], game_status = waiting}};
handle_call({join_game, PlayerPid}, _From, State = #state{players = Players}) ->
case length(Players) < 3 of
true ->
NewPlayers = [{PlayerPid, []} | Players],
{reply, {ok, length(NewPlayers)}, State#state{players = NewPlayers}};
false ->
{reply, {error, game_full}, State}
end;
handle_call(start_game, _From, State = #state{players = Players}) ->
case length(Players) =:= 3 of
true ->
%
Cards = cards:shuffle_cards(cards:init_cards()),
{P1Cards, P2Cards, P3Cards, LandlordCards} = cards:deal_cards(Cards),
%
LandlordIndex = rand:uniform(3),
{NewPlayers, NewLandlord} = assign_cards_and_landlord(Players, [P1Cards, P2Cards, P3Cards], LandlordCards, LandlordIndex),
{reply, {ok, NewLandlord}, State#state{
players = NewPlayers,
current_player = NewLandlord,
game_status = playing,
landlord = NewLandlord
}};
false ->
{reply, {error, not_enough_players}, State}
end;
handle_call({play_cards, PlayerPid, Cards}, _From, State = #state{current_player = PlayerPid, last_play = LastPlay, players = Players}) ->
case card_rules:validate_play(Cards, LastPlay) of
true ->
case remove_cards(PlayerPid, Cards, Players) of
{ok, NewPlayers} ->
NextPlayer = get_next_player(PlayerPid, Players),
case check_winner(NewPlayers) of
{winner, Winner} ->
{reply, {ok, winner, Winner}, State#state{
players = NewPlayers,
game_status = finished
}};
no_winner ->
{reply, {ok, next_player, NextPlayer}, State#state{
players = NewPlayers,
current_player = NextPlayer,
last_play = Cards
}}
end;
error ->
{reply, {error, invalid_cards}, State}
end;
false ->
{reply, {error, invalid_play}, State}
end;
handle_call({pass, PlayerPid}, _From, State = #state{current_player = PlayerPid, last_play = LastPlay, players = Players}) ->
case LastPlay of
[] ->
{reply, {error, cannot_pass}, State};
_ ->
NextPlayer = get_next_player(PlayerPid, Players),
{reply, {ok, next_player, NextPlayer}, State#state{current_player = NextPlayer}}
end;
handle_call(_, _From, State) ->
{reply, {error, invalid_call}, State}.
handle_cast(_, State) ->
{noreply, State}.
handle_info(_, State) ->
{noreply, State}.
terminate(_Reason, _State) ->
ok.
code_change(_OldVsn, State, _Extra) ->
{ok, State}.
%%
%%
assign_cards_and_landlord(Players, [P1, P2, P3], LandlordCards, LandlordIndex) ->
{Pid1, _} = lists:nth(1, Players),
{Pid2, _} = lists:nth(2, Players),
{Pid3, _} = lists:nth(3, Players),
case LandlordIndex of
1 ->
{[{Pid1, P1 ++ LandlordCards}, {Pid2, P2}, {Pid3, P3}], Pid1};
2 ->
{[{Pid1, P1}, {Pid2, P2 ++ LandlordCards}, {Pid3, P3}], Pid2};
3 ->
{[{Pid1, P1}, {Pid2, P2}, {Pid3, P3 ++ LandlordCards}], Pid3}
end.
%%
get_next_player(CurrentPid, Players) ->
PlayerPids = [Pid || {Pid, _} <- Players],
CurrentIndex = get_player_index(CurrentPid, PlayerPids),
lists:nth(1 + ((CurrentIndex) rem 3), PlayerPids).
%%
get_player_index(Pid, Pids) ->
{Index, _} = lists:foldl(
fun(P, {Idx, Found}) ->
case P =:= Pid of
true -> {Idx, Idx};
false -> {Idx + 1, Found}
end
end,
{1, none},
Pids
),
Index.
%%
remove_cards(PlayerPid, CardsToRemove, Players) ->
case lists:keyfind(PlayerPid, 1, Players) of
{PlayerPid, PlayerCards} ->
case can_remove_cards(CardsToRemove, PlayerCards) of
true ->
NewCards = PlayerCards -- CardsToRemove,
NewPlayers = lists:keyreplace(PlayerPid, 1, Players, {PlayerPid, NewCards}),
{ok, NewPlayers};
false ->
error
end;
false ->
error
end.
%%
can_remove_cards(CardsToRemove, PlayerCards) ->
lists:all(
fun(Card) ->
lists:member(Card, PlayerCards)
end,
CardsToRemove
).
%%
check_winner(Players) ->
case lists:filter(
fun({_, Cards}) ->
length(Cards) =:= 0
end,
Players
) of
[{Winner, _}|_] -> {winner, Winner};
[] -> no_winner
end.

+ 112
- 0
src/matrix.erl 查看文件

@ -0,0 +1,112 @@
-module(matrix).
-export([new/3, multiply/2, add/2, subtract/2, transpose/1, map/2]).
-export([from_list/1, to_list/1, get/3, set/4, shape/1]).
-record(matrix, {
rows,
cols,
data
}).
new(Rows, Cols, InitFun) when is_integer(Rows), is_integer(Cols), Rows > 0, Cols > 0 ->
Data = array:new(Rows * Cols, {default, 0.0}),
Data2 = case is_function(InitFun) of
true ->
lists:foldl(
fun(I, Acc) ->
lists:foldl(
fun(J, Acc2) ->
array:set(I * Cols + J, InitFun(), Acc2)
end,
Acc,
lists:seq(0, Cols-1)
)
end,
Data,
lists:seq(0, Rows-1)
);
false ->
array:set_value(InitFun, Data)
end,
#matrix{rows = Rows, cols = Cols, data = Data2}.
multiply(#matrix{rows = M, cols = N, data = Data1},
#matrix{rows = N, cols = P, data = Data2}) ->
Result = array:new(M * P, {default, 0.0}),
ResultData = lists:foldl(
fun(I, Acc1) ->
lists:foldl(
fun(J, Acc2) ->
Sum = lists:sum([
array:get(I * N + K, Data1) * array:get(K * P + J, Data2)
|| K <- lists:seq(0, N-1)
]),
array:set(I * P + J, Sum, Acc2)
end,
Acc1,
lists:seq(0, P-1)
)
end,
Result,
lists:seq(0, M-1)
),
#matrix{rows = M, cols = P, data = ResultData}.
add(#matrix{rows = R, cols = C, data = Data1},
#matrix{rows = R, cols = C, data = Data2}) ->
NewData = array:map(
fun(I, V) -> V + array:get(I, Data2) end,
Data1
),
#matrix{rows = R, cols = C, data = NewData}.
subtract(#matrix{rows = R, cols = C, data = Data1},
#matrix{rows = R, cols = C, data = Data2}) ->
NewData = array:map(
fun(I, V) -> V - array:get(I, Data2) end,
Data1
),
#matrix{rows = R, cols = C, data = NewData}.
transpose(#matrix{rows = R, cols = C, data = Data}) ->
NewData = array:new(R * C, {default, 0.0}),
TransposedData = lists:foldl(
fun(I, Acc1) ->
lists:foldl(
fun(J, Acc2) ->
array:set(J * R + I, array:get(I * C + J, Data), Acc2)
end,
Acc1,
lists:seq(0, C-1)
)
end,
NewData,
lists:seq(0, R-1)
),
#matrix{rows = C, cols = R, data = TransposedData}.
map(Fun, #matrix{rows = R, cols = C, data = Data}) ->
NewData = array:map(fun(_, V) -> Fun(V) end, Data),
#matrix{rows = R, cols = C, data = NewData}.
from_list(List) when is_list(List) ->
Rows = length(List),
Cols = length(hd(List)),
Data = array:from_list(lists:flatten(List)),
#matrix{rows = Rows, cols = Cols, data = Data}.
to_list(#matrix{rows = R, cols = C, data = Data}) ->
[
[array:get(I * C + J, Data) || J <- lists:seq(0, C-1)]
|| I <- lists:seq(0, R-1)
].
get(#matrix{cols = C, data = Data}, Row, Col) ->
array:get(Row * C + Col, Data).
set(#matrix{cols = C, data = Data} = M, Row, Col, Value) ->
NewData = array:set(Row * C + Col, Value, Data),
M#matrix{data = NewData}.
shape(#matrix{rows = R, cols = C}) ->
{R, C}.

+ 157
- 0
src/ml_engine.erl 查看文件

@ -0,0 +1,157 @@
-module(ml_engine).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([train/2, predict/2, update_model/3, get_model_stats/1]).
-record(state, {
models = #{}, % Map: ModelName -> ModelData
training_data = #{}, % Map: ModelName -> TrainingData
model_stats = #{}, % Map: ModelName -> Stats
last_update = undefined
}).
-record(model_data, {
weights = #{}, %
features = [], %
learning_rate = 0.01, %
iterations = 0, %
accuracy = 0.0 %
}).
%% API
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
train(ModelName, TrainingData) ->
gen_server:call(?MODULE, {train, ModelName, TrainingData}).
predict(ModelName, Features) ->
gen_server:call(?MODULE, {predict, ModelName, Features}).
update_model(ModelName, NewData, Reward) ->
gen_server:cast(?MODULE, {update_model, ModelName, NewData, Reward}).
get_model_stats(ModelName) ->
gen_server:call(?MODULE, {get_stats, ModelName}).
%% Callbacks
init([]) ->
%
Models = initialize_models(),
{ok, #state{models = Models, last_update = os:timestamp()}}.
handle_call({train, ModelName, TrainingData}, _From, State) ->
{NewModel, Stats} = train_model(ModelName, TrainingData, State),
NewModels = maps:put(ModelName, NewModel, State#state.models),
NewStats = maps:put(ModelName, Stats, State#state.model_stats),
{reply, {ok, Stats}, State#state{models = NewModels, model_stats = NewStats}};
handle_call({predict, ModelName, Features}, _From, State) ->
case maps:get(ModelName, State#state.models, undefined) of
undefined ->
{reply, {error, model_not_found}, State};
Model ->
Prediction = make_prediction(Model, Features),
{reply, {ok, Prediction}, State}
end;
handle_call({get_stats, ModelName}, _From, State) ->
Stats = maps:get(ModelName, State#state.model_stats, undefined),
{reply, {ok, Stats}, State}.
handle_cast({update_model, ModelName, NewData, Reward}, State) ->
Model = maps:get(ModelName, State#state.models),
UpdatedModel = update_model_weights(Model, NewData, Reward),
NewModels = maps:put(ModelName, UpdatedModel, State#state.models),
{noreply, State#state{models = NewModels}}.
%%
initialize_models() ->
Models = #{
play_strategy => init_play_strategy_model(),
card_combination => init_card_combination_model(),
opponent_prediction => init_opponent_prediction_model(),
game_state_evaluation => init_game_state_model()
},
Models.
init_play_strategy_model() ->
#model_data{
features = [
remaining_cards,
opponent_cards,
current_position,
game_stage,
last_play_type,
has_control
]
}.
init_card_combination_model() ->
#model_data{
features = [
card_count,
card_types,
sequence_length,
combination_value
]
}.
init_opponent_prediction_model() ->
#model_data{
features = [
played_cards,
remaining_unknown,
player_position,
playing_pattern
]
}.
init_game_state_model() ->
#model_data{
features = [
cards_played,
cards_remaining,
player_positions,
game_control
]
}.
train_model(ModelName, TrainingData, State) ->
Model = maps:get(ModelName, State#state.models),
{UpdatedModel, Stats} = case ModelName of
play_strategy ->
train_play_strategy(Model, TrainingData);
card_combination ->
train_card_combination(Model, TrainingData);
opponent_prediction ->
train_opponent_prediction(Model, TrainingData);
game_state_evaluation ->
train_game_state(Model, TrainingData)
end,
{UpdatedModel, Stats}.
make_prediction(Model, Features) ->
% 使
Weights = Model#model_data.weights,
calculate_prediction(Features, Weights).
update_model_weights(Model, NewData, Reward) ->
% 使
CurrentWeights = Model#model_data.weights,
LearningRate = Model#model_data.learning_rate,
UpdatedWeights = apply_reinforcement_learning(CurrentWeights, NewData, Reward, LearningRate),
Model#model_data{weights = UpdatedWeights, iterations = Model#model_data.iterations + 1}.
calculate_prediction(Features, Weights) ->
%
lists:foldl(
fun({Feature, Value}, Acc) ->
Weight = maps:get(Feature, Weights, 0),
Acc + (Value * Weight)
end,
0,
Features
).

+ 62
- 0
src/opponent_modeling.erl 查看文件

@ -0,0 +1,62 @@
-module(opponent_modeling).
-export([create_model/0, update_model/2, analyze_opponent/2, predict_play/2]).
-record(opponent_model, {
play_patterns = #{}, %
card_preferences = #{}, %
risk_profile = 0.5, %
skill_rating = 500, %
play_history = [] %
}).
create_model() ->
#opponent_model{}.
update_model(Model, GamePlay) ->
%
NewPatterns = update_play_patterns(Model#opponent_model.play_patterns, GamePlay),
%
NewPreferences = update_card_preferences(Model#opponent_model.card_preferences, GamePlay),
%
NewRiskProfile = calculate_risk_profile(Model#opponent_model.risk_profile, GamePlay),
%
NewSkillRating = update_skill_rating(Model#opponent_model.skill_rating, GamePlay),
%
NewHistory = [GamePlay | Model#opponent_model.play_history],
Model#opponent_model{
play_patterns = NewPatterns,
card_preferences = NewPreferences,
risk_profile = NewRiskProfile,
skill_rating = NewSkillRating,
play_history = lists:sublist(NewHistory, 100) % 100
}.
analyze_opponent(Model, GameState) ->
#{
style => determine_play_style(Model),
strength => calculate_opponent_strength(Model),
predictability => calculate_predictability(Model),
weakness => identify_weaknesses(Model)
}.
predict_play(Model, GameState) ->
%
HistoryBasedPrediction = predict_from_history(Model, GameState),
%
PreferenceBasedPrediction = predict_from_preferences(Model, GameState),
%
RiskBasedPrediction = predict_from_risk_profile(Model, GameState),
%
combine_predictions([
{HistoryBasedPrediction, 0.4},
{PreferenceBasedPrediction, 0.3},
{RiskBasedPrediction, 0.3}
]).

+ 55
- 0
src/optimizer.erl 查看文件

@ -0,0 +1,55 @@
-module(optimizer).
-export([update_adam/3, update_sgd/3, init_adam_state/0]).
-record(adam_state, {
m = #{}, % First moment
v = #{}, % Second moment
t = 0, % Timestamp
beta1 = 0.9, % Exponential decay rate for first moment
beta2 = 0.999, % Exponential decay rate for second moment
epsilon = 1.0e-8
}).
init_adam_state() ->
#adam_state{}.
update_adam(Params, Gradients, State = #adam_state{t = T}) ->
NewT = T + 1,
{NewParams, NewM, NewV} = maps:fold(
fun(Key, Grad, {ParamsAcc, MAcc, VAcc}) ->
M = maps:get(Key, State#adam_state.m, 0.0),
V = maps:get(Key, State#adam_state.v, 0.0),
% Update biased first moment estimate
NewM1 = State#adam_state.beta1 * M + (1 - State#adam_state.beta1) * Grad,
% Update biased second moment estimate
NewV1 = State#adam_state.beta2 * V + (1 - State#adam_state.beta2) * Grad * Grad,
% Compute bias-corrected first moment estimate
MHat = NewM1 / (1 - math:pow(State#adam_state.beta1, NewT)),
% Compute bias-corrected second moment estimate
VHat = NewV1 / (1 - math:pow(State#adam_state.beta2, NewT)),
% Update parameters
Param = maps:get(Key, Params),
NewParam = Param - State#adam_state.epsilon * MHat / (math:sqrt(VHat) + State#adam_state.epsilon),
{
maps:put(Key, NewParam, ParamsAcc),
maps:put(Key, NewM1, MAcc),
maps:put(Key, NewV1, VAcc)
}
end,
{Params, State#adam_state.m, State#adam_state.v},
Gradients
),
{NewParams, State#adam_state{m = NewM, v = NewV, t = NewT}}.
update_sgd(Params, Gradients, LearningRate) ->
maps:map(
fun(Key, Param) ->
Grad = maps:get(Key, Gradients),
Param - LearningRate * Grad
end,
Params
).

+ 55
- 0
src/parallel_compute.erl 查看文件

@ -0,0 +1,55 @@
-module(parallel_compute).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([parallel_predict/2, batch_process/2]).
-record(state, {
worker_pool = [], %
job_queue = [], %
results = #{}, %
pool_size = 4 %
}).
%% API
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
parallel_predict(Inputs, Model) ->
gen_server:call(?MODULE, {parallel_predict, Inputs, Model}).
batch_process(BatchData, ProcessFun) ->
gen_server:call(?MODULE, {batch_process, BatchData, ProcessFun}).
%%
initialize_worker_pool(PoolSize) ->
[spawn_worker() || _ <- lists:seq(1, PoolSize)].
spawn_worker() ->
spawn_link(fun() -> worker_loop() end).
worker_loop() ->
receive
{process, Data, From} ->
Result = process_data(Data),
From ! {result, self(), Result},
worker_loop();
stop ->
ok
end.
process_data({predict, Input, Model}) ->
deep_learning:predict(Model, Input);
process_data({custom, Fun, Data}) ->
Fun(Data).
distribute_work(Workers, Jobs) ->
distribute_work(Workers, Jobs, #{}).
distribute_work(_, [], Results) ->
Results;
distribute_work(Workers, [Job|Jobs], Results) ->
[Worker|RestWorkers] = Workers,
Worker ! {process, Job, self()},
distribute_work(RestWorkers ++ [Worker], Jobs, Results).

+ 76
- 0
src/performance_monitor.erl 查看文件

@ -0,0 +1,76 @@
-module(performance_monitor).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([start_monitoring/1, stop_monitoring/1, get_metrics/1, generate_report/1]).
-record(state, {
monitors = #{}, %
metrics = #{}, %
alerts = [], %
start_time = undefined
}).
-record(monitor_data, {
type, %
metrics = [], %
threshold = #{}, %
callback %
}).
%% API
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
start_monitoring(Target) ->
gen_server:call(?MODULE, {start_monitoring, Target}).
stop_monitoring(Target) ->
gen_server:call(?MODULE, {stop_monitoring, Target}).
get_metrics(Target) ->
gen_server:call(?MODULE, {get_metrics, Target}).
generate_report(Target) ->
gen_server:call(?MODULE, {generate_report, Target}).
%%
collect_metrics(Target) ->
%
#{
cpu_usage => get_cpu_usage(Target),
memory_usage => get_memory_usage(Target),
response_time => get_response_time(Target),
throughput => get_throughput(Target)
}.
analyze_performance(Metrics) ->
%
#{
avg_response_time => calculate_average(maps:get(response_time, Metrics)),
peak_memory => get_peak_value(maps:get(memory_usage, Metrics)),
bottlenecks => identify_bottlenecks(Metrics)
}.
generate_alerts(Metrics, Thresholds) ->
%
lists:filtermap(
fun({Metric, Value}) ->
case check_threshold(Metric, Value, Thresholds) of
{true, Alert} -> {true, Alert};
false -> false
end
end,
maps:to_list(Metrics)
).
create_report(Target, Metrics) ->
%
#{
target => Target,
timestamp => os:timestamp(),
metrics => Metrics,
analysis => analyze_performance(Metrics),
recommendations => generate_recommendations(Metrics)
}.

+ 37
- 0
src/performance_optimization.erl 查看文件

@ -0,0 +1,37 @@
-module(performance_optimization).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2]).
-export([optimize_resources/0, get_performance_stats/0]).
-record(state, {
resource_usage = #{},
optimization_rules = #{},
performance_history = []
}).
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
init([]) ->
schedule_optimization(),
{ok, #state{}}.
optimize_resources() ->
gen_server:cast(?MODULE, optimize).
get_performance_stats() ->
gen_server:call(?MODULE, get_stats).
%%
schedule_optimization() ->
erlang:send_after(60000, self(), run_optimization).
analyze_resource_usage() ->
{ok, Usage} = cpu_sup:util([detailed]),
{ok, Memory} = memsup:get_system_memory_data(),
#{
cpu => Usage,
memory => Memory,
process_count => erlang:system_info(process_count)
}.

+ 62
- 0
src/player.erl 查看文件

@ -0,0 +1,62 @@
%% record state
-record(state, {
name,
game_pid,
cards = [],
score = 0,
wins = 0,
losses = 0
}).
%% API函数
get_name(PlayerPid) ->
gen_server:call(PlayerPid, get_name).
get_statistics(PlayerPid) ->
gen_server:call(PlayerPid, get_statistics).
%% init/1
init([Name]) ->
case score_system:get_score(Name) of
{ok, {Score, Wins, Losses}} ->
{ok, #state{name = Name, score = Score, wins = Wins, losses = Losses}};
_ ->
{ok, #state{name = Name}}
end.
%%
handle_call(get_name, _From, State) ->
{reply, {ok, State#state.name}, State};
handle_call(get_statistics, _From, State) ->
Stats = {State#state.score, State#state.wins, State#state.losses},
{reply, {ok, Stats}, State};
%%
handle_cast({game_end, Winner}, State = #state{name = Name}) ->
Points = calculate_points(Winner, State#state.name),
GameResult = case Name =:= Winner of
true -> win;
false -> loss
end,
{ok, {NewScore, NewWins, NewLosses}} =
score_system:update_score(Name, GameResult, Points),
{noreply, State#state{
score = NewScore,
wins = NewWins,
losses = NewLosses
}}.
%%
calculate_points(Winner, PlayerName) ->
case {Winner =:= PlayerName, is_landlord(PlayerName)} of
{true, true} -> 3; %
{true, false} -> 2; %
{false, true} -> -3; %
{false, false} -> -2 %
end.
is_landlord(PlayerName) ->
%%
%% game_server
false.

+ 121
- 0
src/room_manager.erl 查看文件

@ -0,0 +1,121 @@
-module(room_manager).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([create_room/2, list_rooms/0, join_room/2, leave_room/2, delete_room/1]).
-record(state, {
rooms = #{} % Map: RoomId -> {RoomName, GamePid, Players, Status}
}).
-record(room, {
id,
name,
game_pid,
players = [], % [{PlayerPid, PlayerName}]
status = waiting % waiting | playing
}).
%% API
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
create_room(RoomName, CreatorPid) ->
gen_server:call(?MODULE, {create_room, RoomName, CreatorPid}).
list_rooms() ->
gen_server:call(?MODULE, list_rooms).
join_room(RoomId, PlayerPid) ->
gen_server:call(?MODULE, {join_room, RoomId, PlayerPid}).
leave_room(RoomId, PlayerPid) ->
gen_server:call(?MODULE, {leave_room, RoomId, PlayerPid}).
delete_room(RoomId) ->
gen_server:call(?MODULE, {delete_room, RoomId}).
%% Callbacks
init([]) ->
{ok, #state{}}.
handle_call({create_room, RoomName, CreatorPid}, _From, State = #state{rooms = Rooms}) ->
RoomId = generate_room_id(),
{ok, GamePid} = game_server:start_link(),
NewRoom = #room{
id = RoomId,
name = RoomName,
game_pid = GamePid,
players = [{CreatorPid, get_player_name(CreatorPid)}]
},
NewRooms = maps:put(RoomId, NewRoom, Rooms),
{reply, {ok, RoomId}, State#state{rooms = NewRooms}};
handle_call(list_rooms, _From, State = #state{rooms = Rooms}) ->
RoomList = maps:fold(
fun(RoomId, Room, Acc) ->
[{RoomId, Room#room.name, length(Room#room.players), Room#room.status} | Acc]
end,
[],
Rooms
),
{reply, {ok, RoomList}, State};
handle_call({join_room, RoomId, PlayerPid}, _From, State = #state{rooms = Rooms}) ->
case maps:find(RoomId, Rooms) of
{ok, Room = #room{players = Players, status = waiting}} ->
case length(Players) < 3 of
true ->
NewPlayers = Players ++ [{PlayerPid, get_player_name(PlayerPid)}],
NewRoom = Room#room{players = NewPlayers},
NewRooms = maps:put(RoomId, NewRoom, Rooms),
{reply, {ok, Room#room.game_pid}, State#state{rooms = NewRooms}};
false ->
{reply, {error, room_full}, State}
end;
{ok, #room{status = playing}} ->
{reply, {error, game_in_progress}, State};
error ->
{reply, {error, room_not_found}, State}
end;
handle_call({leave_room, RoomId, PlayerPid}, _From, State = #state{rooms = Rooms}) ->
case maps:find(RoomId, Rooms) of
{ok, Room = #room{players = Players}} ->
NewPlayers = lists:keydelete(PlayerPid, 1, Players),
NewRoom = Room#room{players = NewPlayers},
NewRooms = maps:put(RoomId, NewRoom, Rooms),
{reply, ok, State#state{rooms = NewRooms}};
error ->
{reply, {error, room_not_found}, State}
end;
handle_call({delete_room, RoomId}, _From, State = #state{rooms = Rooms}) ->
case maps:find(RoomId, Rooms) of
{ok, Room} ->
gen_server:stop(Room#room.game_pid),
NewRooms = maps:remove(RoomId, Rooms),
{reply, ok, State#state{rooms = NewRooms}};
error ->
{reply, {error, room_not_found}, State}
end.
handle_cast(_Msg, State) ->
{noreply, State}.
handle_info(_Info, State) ->
{noreply, State}.
terminate(_Reason, _State) ->
ok.
code_change(_OldVsn, State, _Extra) ->
{ok, State}.
%%
generate_room_id() ->
erlang:system_time().
get_player_name(PlayerPid) ->
{ok, Name} = player:get_name(PlayerPid),
Name.

+ 80
- 0
src/score_system.erl 查看文件

@ -0,0 +1,80 @@
-module(score_system).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([get_score/1, update_score/3, get_leaderboard/0]).
-record(state, {
scores = #{}, % Map: PlayerName -> {Score, Wins, Losses}
leaderboard = []
}).
%% API
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
get_score(PlayerName) ->
gen_server:call(?MODULE, {get_score, PlayerName}).
update_score(PlayerName, GameResult, Points) ->
gen_server:call(?MODULE, {update_score, PlayerName, GameResult, Points}).
get_leaderboard() ->
gen_server:call(?MODULE, get_leaderboard).
%% Callbacks
init([]) ->
{ok, #state{scores = #{}}}.
handle_call({get_score, PlayerName}, _From, State = #state{scores = Scores}) ->
case maps:find(PlayerName, Scores) of
{ok, ScoreData} ->
{reply, {ok, ScoreData}, State};
error ->
{reply, {ok, {0, 0, 0}}, State}
end;
handle_call({update_score, PlayerName, GameResult, Points}, _From, State = #state{scores = Scores}) ->
{Score, Wins, Losses} = case maps:find(PlayerName, Scores) of
{ok, {OldScore, OldWins, OldLosses}} ->
{OldScore, OldWins, OldLosses};
error ->
{0, 0, 0}
end,
{NewScore, NewWins, NewLosses} = case GameResult of
win -> {Score + Points, Wins + 1, Losses};
loss -> {Score - Points, Wins, Losses + 1}
end,
NewScores = maps:put(PlayerName, {NewScore, NewWins, NewLosses}, Scores),
NewLeaderboard = update_leaderboard(NewScores),
{reply, {ok, {NewScore, NewWins, NewLosses}},
State#state{scores = NewScores, leaderboard = NewLeaderboard}};
handle_call(get_leaderboard, _From, State = #state{leaderboard = Leaderboard}) ->
{reply, {ok, Leaderboard}, State}.
handle_cast(_Msg, State) ->
{noreply, State}.
handle_info(_Info, State) ->
{noreply, State}.
terminate(_Reason, _State) ->
ok.
code_change(_OldVsn, State, _Extra) ->
{ok, State}.
%%
update_leaderboard(Scores) ->
List = maps:to_list(Scores),
SortedList = lists:sort(
fun({_, {Score1, _, _}}, {_, {Score2, _, _}}) ->
Score1 >= Score2
end,
List
),
lists:sublist(SortedList, 10).

+ 53
- 0
src/strategy_optimizer.erl 查看文件

@ -0,0 +1,53 @@
-module(strategy_optimizer).
-export([optimize_strategy/2, evaluate_strategy/2, adapt_strategy/3]).
-record(strategy_state, {
current_strategy,
performance_metrics,
adaptation_rate,
optimization_history
}).
optimize_strategy(Strategy, GameState) ->
%
SituationAnalysis = analyze_current_situation(GameState),
%
StrategyVariants = generate_strategy_variants(Strategy, SituationAnalysis),
%
EvaluatedVariants = evaluate_strategy_variants(StrategyVariants, GameState),
%
select_best_strategy(EvaluatedVariants).
evaluate_strategy(Strategy, GameState) ->
%
ControlScore = evaluate_control_ability(Strategy, GameState),
%
TempoScore = evaluate_tempo_management(Strategy, GameState),
%
RiskScore = evaluate_risk_management(Strategy, GameState),
%
ResourceScore = evaluate_resource_utilization(Strategy, GameState),
%
calculate_overall_score([
{ControlScore, 0.3},
{TempoScore, 0.25},
{RiskScore, 0.25},
{ResourceScore, 0.2}
]).
adapt_strategy(Strategy, GameState, Performance) ->
%
PerformanceAnalysis = analyze_performance(Performance),
%
AdjustmentDirection = determine_adjustment(PerformanceAnalysis),
%
generate_adapted_strategy(Strategy, AdjustmentDirection, GameState).

+ 44
- 0
src/system_supervisor.erl 查看文件

@ -0,0 +1,44 @@
-module(system_supervisor).
-behaviour(supervisor).
-export([start_link/0, init/1]).
-export([start_system/0, stop_system/0, system_status/0]).
start_link() ->
supervisor:start_link({local, ?MODULE}, ?MODULE, []).
init([]) ->
SupFlags = #{
strategy => one_for_one,
intensity => 10,
period => 60
},
Children = [
#{
id => game_manager,
start => {game_manager, start_link, []},
restart => permanent,
shutdown => 5000,
type => worker,
modules => [game_manager]
},
#{
id => player_manager,
start => {player_manager, start_link, []},
restart => permanent,
shutdown => 5000,
type => worker,
modules => [player_manager]
},
#{
id => ai_supervisor,
start => {ai_supervisor, start_link, []},
restart => permanent,
shutdown => 5000,
type => supervisor,
modules => [ai_supervisor]
}
],
{ok, {SupFlags, Children}}.

+ 37
- 0
src/test_suite.erl 查看文件

@ -0,0 +1,37 @@
-module(test_suite).
-export([run_full_test/0, validate_ai_performance/1]).
run_full_test() ->
%
BasicTests = run_basic_tests(),
% AI系统测试
AITests = run_ai_tests(),
%
PerformanceTests = run_performance_tests(),
%
generate_test_report([
{basic_tests, BasicTests},
{ai_tests, AITests},
{performance_tests, PerformanceTests}
]).
validate_ai_performance(AISystem) ->
%
TestGames = run_test_games(AISystem, 1000),
%
WinRate = analyze_win_rate(TestGames),
%
DecisionQuality = analyze_decision_quality(TestGames),
%
#{
win_rate => WinRate,
decision_quality => DecisionQuality,
average_response_time => calculate_avg_response_time(TestGames),
memory_usage => measure_memory_usage(AISystem)
}.

+ 25
- 0
src/training_system.erl 查看文件

@ -0,0 +1,25 @@
-module(training_system).
-export([start_training/0, process_game_data/1, update_models/1]).
%%
start_training() ->
TrainingData = load_training_data(),
Models = initialize_models(),
train_models(Models, TrainingData, [
{epochs, 1000},
{batch_size, 32},
{learning_rate, 0.001}
]).
%%
process_game_data(GameRecord) ->
Features = extract_features(GameRecord),
Labels = extract_labels(GameRecord),
update_training_dataset(Features, Labels).
%%
update_models(NewData) ->
CurrentModels = get_current_models(),
UpdatedModels = retrain_models(CurrentModels, NewData),
validate_models(UpdatedModels),
deploy_models(UpdatedModels).

+ 58
- 0
src/visualization.erl 查看文件

@ -0,0 +1,58 @@
-module(visualization).
-behaviour(gen_server).
-export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
-export([create_chart/2, update_chart/2, export_chart/2]).
-record(state, {
charts = #{}, %
renderers = #{}, %
export_formats = [png, svg, pdf]
}).
%% API
start_link() ->
gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
create_chart(ChartType, Data) ->
gen_server:call(?MODULE, {create_chart, ChartType, Data}).
update_chart(ChartId, NewData) ->
gen_server:call(?MODULE, {update_chart, ChartId, NewData}).
export_chart(ChartId, Format) ->
gen_server:call(?MODULE, {export_chart, ChartId, Format}).
%%
initialize_renderers() ->
#{
line_chart => fun draw_line_chart/2,
bar_chart => fun draw_bar_chart/2,
pie_chart => fun draw_pie_chart/2,
scatter_plot => fun draw_scatter_plot/2
}.
draw_line_chart(Data, Options) ->
% 线
{ok, generate_line_chart(Data, Options)}.
draw_bar_chart(Data, Options) ->
%
{ok, generate_bar_chart(Data, Options)}.
draw_pie_chart(Data, Options) ->
%
{ok, generate_pie_chart(Data, Options)}.
draw_scatter_plot(Data, Options) ->
%
{ok, generate_scatter_plot(Data, Options)}.
export_to_format(Chart, Format) ->
%
case Format of
png -> export_to_png(Chart);
svg -> export_to_svg(Chart);
pdf -> export_to_pdf(Chart)
end.

+ 192
- 0
斗地主.md 查看文件

@ -0,0 +1,192 @@
# 自动斗地主AI系统项目文档
**文档生成日期:** 2025-02-21 03:49:02 UTC
**作者:** SisMaker
**项目版本:** 1.0.0
## 项目概述
本项目是一个基于Erlang开发的智能斗地主游戏系统,集成了深度学习、并行计算、性能监控和可视化分析等先进功能。系统采用模块化设计,具有高可扩展性和可维护性。
## 系统架构
### 核心模块
1. **游戏核心模块**
- cards.erl: 牌类操作
- card_rules.erl: 游戏规则
- game_server.erl: 游戏服务器
- player.erl: 玩家管理
2. **AI系统模块**
- deep_learning.erl: 深度学习引擎
- advanced_ai_player.erl: 高级AI玩家
- matrix.erl: 矩阵运算
- optimizer.erl: 优化器
3. **系统支持模块**
- parallel_compute.erl: 并行计算
- performance_monitor.erl: 性能监控
- visualization.erl: 可视化分析
## 功能特性
### 1. 基础游戏功能
- 完整的斗地主规则实现
- 多人游戏支持
- 房间管理系统
- 积分系统
### 2. AI系统
#### 2.1 深度学习功能
- 多层神经网络
- 多种优化器(Adam, SGD)
- 实时学习能力
- 策略适应
#### 2.2 AI玩家特性
- 多种性格特征(激进、保守、平衡、自适应)
- 动态决策系统
- 对手模式识别
- 自适应学习
### 3. 系统性能
#### 3.1 并行计算
- 工作进程池管理
- 负载均衡
- 异步处理
- 结果聚合
#### 3.2 性能监控
- 实时性能指标收集
- 自动化性能分析
- 告警系统
- 性能报告生成
### 4. 可视化分析
- 多种图表类型支持
- 实时数据更新
- 多格式导出
- 自定义显示选项
## 技术实现
### 1. 深度学习实现
```erlang
% 示例:创建神经网络
NetworkConfig = [64, 128, 64, 32],
{ok, Network} = deep_learning:create_network(NetworkConfig).
```
### 2. 并行处理
```erlang
% 示例:并行预测
Inputs = [Input1, Input2, Input3],
{ok, Results} = parallel_compute:parallel_predict(Inputs, Network).
```
### 3. 性能监控
```erlang
% 示例:启动监控
{ok, MonitorId} = performance_monitor:start_monitoring(Network).
```
## 系统要求
- Erlang/OTP 21+
- 支持并行计算的多核系统
- 足够的内存支持深度学习运算
- 图形库支持(用于可视化)
## 性能指标
- 支持同时运行多个游戏房间
- AI决策响应时间 < 1秒
- 支持实时性能监控和分析
- 可扩展到分布式系统
## 已实现功能列表
### 游戏核心功能
- [x] 完整的斗地主规则实现
- [x] 多玩家支持
- [x] 房间管理
- [x] 积分系统
### AI功能
- [x] 深度学习引擎
- [x] 多种AI性格
- [x] 自适应学习
- [x] 策略优化
### 系统功能
- [x] 并行计算
- [x] 性能监控
- [x] 可视化分析
- [x] 实时数据处理
## 待优化功能
1. 分布式系统支持
2. 数据持久化
3. 更多AI算法
4. Web界面
5. 移动端支持
6. 安全性增强
7. 容错机制
8. 日志系统
## 使用说明
### 1. 启动系统
```erlang
% 编译所有模块
c(matrix).
c(optimizer).
c(deep_learning).
c(parallel_compute).
c(performance_monitor).
c(visualization).
c(ai_test).
% 运行测试
ai_test:run_test().
```
### 2. 创建游戏房间
```erlang
{ok, RoomId} = room_manager:create_room("新手房", PlayerPid).
```
### 3. 添加AI玩家
```erlang
{ok, AiPlayer} = advanced_ai_player:start_link("AI_Player", aggressive).
```
## 错误处理
系统实现了基本的错误处理机制:
- 游戏异常处理
- AI系统容错
- 并行计算错误恢复
- 性能监控告警
## 维护建议
1. 定期检查性能监控报告
2. 更新AI模型训练数据
3. 优化并行计算配置
4. 备份系统数据
## 联系方式
- 作者:SisMaker
- 文档最后更新:2025-02-21 03:49:02 UTC
## 版权信息
版权所有 © 2025 SisMaker。保留所有权利。
---
本文档详细描述了斗地主AI系统的架构、功能和实现细节,为系统的使用、维护和进一步开发提供了参考。如有任何问题或建议,请联系作者。

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