feat: add L1 Basic AI and L2 Rule AI with heuristic scoring

This commit is contained in:
xiaji
2026-05-29 09:11:43 +08:00
parent 42d59fcbae
commit 016bb1a95e
3 changed files with 134 additions and 0 deletions

11
src/ai/base_ai.gd Normal file
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# src/ai/base_ai.gd
class_name BaseAI
extends RefCounted
var ai_name: String = "AI"
func decide(hand: Array, table: Array, current_rank: int, config: RuleConfig) -> HandEvaluator.EvaluatedPlay:
var pass := HandEvaluator.EvaluatedPlay.new()
pass.type = -1
pass.primary_rank = 0
return pass

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src/ai/l1_basic_ai.gd Normal file
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# src/ai/l1_basic_ai.gd
class_name L1BasicAI
extends BaseAI
const _C = preload("res://src/core/constants.gd")
func _init():
ai_name = "Basic AI"
func decide(hand: Array, table: Array, current_rank: int, config: RuleConfig) -> HandEvaluator.EvaluatedPlay:
var moves := MoveGenerator.generate(hand, current_rank, config)
var last_play := _last_non_pass(table)
if last_play == null:
return _smallest_play(moves)
var candidates: Array = []
for m in moves:
if m.type == -1:
continue
if m.type == last_play.type and m.primary_rank > last_play.primary_rank:
candidates.append(m)
elif (m.type == _C.TYPE_BOMB or m.type == _C.TYPE_ROCKET) and _beats(m, last_play, config):
candidates.append(m)
if candidates.is_empty():
return _pass_move()
return _smallest_play(candidates)
func _smallest_play(moves: Array) -> HandEvaluator.EvaluatedPlay:
var best: HandEvaluator.EvaluatedPlay = null
for m in moves:
if m.type <= 0:
continue
if best == null or m.cards.size() < best.cards.size():
best = m
elif m.cards.size() == best.cards.size() and m.primary_rank < best.primary_rank:
best = m
if best == null:
return _pass_move()
return best
func _last_non_pass(table: Array) -> HandEvaluator.EvaluatedPlay:
for i in range(table.size() - 1, -1, -1):
if table[i].type != -1:
return table[i]
return null
func _beats(a: HandEvaluator.EvaluatedPlay, b: HandEvaluator.EvaluatedPlay, config: RuleConfig) -> bool:
return RuleEngine.compare(a, b, config) > 0
func _pass_move() -> HandEvaluator.EvaluatedPlay:
var p := HandEvaluator.EvaluatedPlay.new()
p.type = -1
p.primary_rank = 0
return p

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src/ai/l2_rule_ai.gd Normal file
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# src/ai/l2_rule_ai.gd
class_name L2RuleAI
extends BaseAI
const _C = preload("res://src/core/constants.gd")
func _init():
ai_name = "Rule AI"
func decide(hand: Array, table: Array, current_rank: int, config: RuleConfig) -> HandEvaluator.EvaluatedPlay:
var moves := MoveGenerator.generate(hand, current_rank, config)
var last_play := _last_non_pass(table)
var candidates: Array = []
for m in moves:
if m.type == -1:
continue
if last_play == null:
candidates.append(m)
elif _can_beat(m, last_play, config):
candidates.append(m)
if candidates.is_empty():
return _pass_move()
var scored := _score_all(candidates, hand.size(), current_rank)
scored.sort_custom(func(a, b): return a["score"] > b["score"])
return scored[0]["move"]
func _score_all(moves: Array, hand_size: int, current_rank: int) -> Array:
var results := []
for m in moves:
var score := _score_move(m, hand_size, current_rank)
results.append({"move": m, "score": score})
return results
func _score_move(play: HandEvaluator.EvaluatedPlay, hand_size: int, current_rank: int) -> float:
var score := 0.0
var remaining := hand_size - play.cards.size()
score += (27.0 - remaining) / 27.0 * 0.3
if play.type == _C.TYPE_BOMB or play.type == _C.TYPE_ROCKET:
score -= 0.2
elif play.type == _C.TYPE_STRAIGHT_FLUSH:
score -= 0.1
score += play.cards.size() * 0.02
if play.primary_rank >= 14 and remaining > 10:
score -= 0.1
if remaining <= 3:
score += 0.5
if play.is_pure_bomb:
score += 0.05
return score
func _can_beat(play: HandEvaluator.EvaluatedPlay, last: HandEvaluator.EvaluatedPlay, config: RuleConfig) -> bool:
if play.type == _C.TYPE_ROCKET:
return true
if play.type == _C.TYPE_BOMB and last.type != _C.TYPE_ROCKET:
return RuleEngine.compare_bombs(play, last, config) > 0
if play.type == last.type:
return play.primary_rank > last.primary_rank
return false
func _last_non_pass(table: Array) -> HandEvaluator.EvaluatedPlay:
for i in range(table.size() - 1, -1, -1):
if table[i].type != -1:
return table[i]
return null
func _pass_move() -> HandEvaluator.EvaluatedPlay:
var p := HandEvaluator.EvaluatedPlay.new()
p.type = -1
p.primary_rank = 0
return p