战舰!

早在2003年(当时我17岁),我参加了一场《战舰》AI编码比赛。尽管我输了那场比赛,但我从中获得了很多乐趣,也学到了很多东西。

现在,我想恢复这个比赛,在搜索最好的战舰AI。

下面是这个框架,现在托管在Bitbucket上。

获胜者将获得+450声望奖励!比赛将于2009年11月17日开始。17号零时之前的投稿和编辑将不被接受。(中央标准时间) 尽早提交你的作品,这样你就不会错过机会!

为了保持这个目标,请遵循比赛的精神。

游戏规则:

游戏在10x10的网格上进行。 每个参赛者将5艘船(长度为2、3、3、4、5)中的每一艘放在他们的网格上。 没有船只可以重叠,但它们可以相邻。 然后选手们轮流向对手射击。 游戏的一个变体允许每次齐射多次,每艘幸存的船一次。 如果击球沉、命中或未命中,对手将通知选手。 当任何一名玩家的所有船只都沉没时,游戏就结束了。

比赛规则:

The spirit of the competition is to find the best Battleship algorithm. Anything that is deemed against the spirit of the competition will be grounds for disqualification. Interfering with an opponent is against the spirit of the competition. Multithreading may be used under the following restrictions: No more than one thread may be running while it is not your turn. (Though, any number of threads may be in a "Suspended" state). No thread may run at a priority other than "Normal". Given the above two restrictions, you will be guaranteed at least 3 dedicated CPU cores during your turn. A limit of 1 second of CPU time per game is allotted to each competitor on the primary thread. Running out of time results in losing the current game. Any unhandled exception will result in losing the current game. Network access and disk access is allowed, but you may find the time restrictions fairly prohibitive. However, a few set-up and tear-down methods have been added to alleviate the time strain. Code should be posted on stack overflow as an answer, or, if too large, linked. Max total size (un-compressed) of an entry is 1 MB. Officially, .Net 2.0 / 3.5 is the only framework requirement. Your entry must implement the IBattleshipOpponent interface.

得分:

Best 51 games out of 101 games is the winner of a match. All competitors will play matched against each other, round-robin style. The best half of the competitors will then play a double-elimination tournament to determine the winner. (Smallest power of two that is greater than or equal to half, actually.) I will be using the TournamentApi framework for the tournament. The results will be posted here. If you submit more than one entry, only your best-scoring entry is eligible for the double-elim.

好运!玩得开心!


编辑1: 多亏弗里德,他在飞船上发现了一个错误。是否是可用的函数。问题已经解决了。请下载框架的更新版本。

编辑2: 由于人们对将统计数据持久化到磁盘等非常感兴趣,所以我添加了一些非计时设置和删除事件,它们应该能够提供所需的功能。这是一个半突破性的变化。也就是说:修改了接口,添加了功能,但不需要body。请下载框架的更新版本。

编辑3: 错误修复1:GameWon和GameLost只在超时的情况下被调用。 错误修复2:如果引擎在每一款游戏中都暂停计时,那么竞争将永远不会结束。 请下载框架的更新版本。

编辑4: 比赛结果:


当前回答

我的条目。

没有什么特别的,我也没有时间把我所有的好主意都加上去。

但它似乎玩得相当不错。我们将看到它在竞争中的表现:

(将此文件放入Missouri.cs并添加到项目中。)

using System;
using System.Collections.ObjectModel;
using System.Drawing;
using System.Collections.Generic;
using System.Linq;
using System.Diagnostics;

namespace Battleship
{
    // The Empire of Japan surrendered on the deck of the USS Missouri on Sept. 2, 1945
    public class USSMissouri : IBattleshipOpponent
    {
        public String  Name    { get { return name; } }
        public Version Version { get { return ver;  } }

#region IBattleship Interface
        // IBattleship::NewGame
        public void NewGame(Size gameSize, TimeSpan timeSpan)
        {
            size      = gameSize;
            shotBoard = new ShotBoard(size);
            attackVector = new Stack<Attack>();
        }

        // IBattleship::PlaceShips
        public void PlaceShips(ReadOnlyCollection<Ship> ships)
        {
            HunterBoard board;
            targetBoards = new List<HunterBoard>();
            shotBoard    = new ShotBoard(size);
            foreach (Ship s in ships)
            {
                board = new HunterBoard(this, size, s);
                targetBoards.Add(board);

                // REWRITE: to ensure valid board placement.
                s.Place(
                    new Point(
                        rand.Next(size.Width),
                        rand.Next(size.Height)),
                    (ShipOrientation)rand.Next(2));
            }
        }

        // IBattleship::GetShot
        public Point GetShot()
        {
            Point p = new Point();

            if (attackVector.Count() > 0)
            {
                p = ExtendShot();
                return p;
            }

            // Contemplate a shot at every-single point, and measure how effective it would be.
            Board potential = new Board(size);
            for(p.Y=0; p.Y<size.Height; ++p.Y)
            {
                for(p.X=0; p.X<size.Width; ++p.X)
                {
                    if (shotBoard.ShotAt(p))
                    {
                        potential[p] = 0;
                        continue;
                    }

                    foreach(HunterBoard b in targetBoards)
                    {
                        potential[p] += b.GetWeightAt(p);
                    }
                }
            }

            // Okay, we have the shot potential of the board.
            // Lets pick a weighted-random spot.
            Point shot;
            shot = potential.GetWeightedRandom(rand.NextDouble());

            shotBoard[shot] = Shot.Unresolved;

            return shot;
        }

        public Point ExtendShot()
        {
            // Lets consider North, South, East, and West of the current shot.
            // and measure the potential of each
            Attack attack = attackVector.Peek();

            Board potential = new Board(size);

            Point[] points = attack.GetNextTargets();
            foreach(Point p in points)
            {
                if (shotBoard.ShotAt(p))
                {
                    potential[p] = 0;
                    continue;
                }

                foreach(HunterBoard b in targetBoards)
                {
                    potential[p] += b.GetWeightAt(p);
                }
            }

            Point shot = potential.GetBestShot();
            shotBoard[shot] = Shot.Unresolved;
            return shot;
        }

        // IBattleship::NewMatch
        public void NewMatch(string opponent)
        {
        }
        public void OpponentShot(Point shot)
        {
        }
        public void ShotHit(Point shot, bool sunk)
        {
            shotBoard[shot] = Shot.Hit;

            if (!sunk)
            {
                if (attackVector.Count == 0) // This is a first hit, open an attackVector
                {   
                    attackVector.Push(new Attack(this, shot));
                }
                else
                {
                    attackVector.Peek().AddHit(shot);    // Add a hit to our current attack.
                }
            }

            // What if it is sunk?  Close the top attack, which we've been pursuing.
            if (sunk)
            {
                if (attackVector.Count > 0)
                {
                    attackVector.Pop();
                }
            }
        }
        public void ShotMiss(Point shot)
        {
            shotBoard[shot] = Shot.Miss;

            foreach(HunterBoard b in targetBoards)
            {
                b.ShotMiss(shot);  // Update the potential map.
            }
        }
        public void GameWon()
        {
            Trace.WriteLine  ("I won the game!");
        }
        public void GameLost()
        {
            Trace.WriteLine  ("I lost the game!");
        }
        public void MatchOver()
        {
            Trace.WriteLine("This match is over.");
        }

#endregion 

        public ShotBoard theShotBoard
        {
            get { return shotBoard; }
        }
        public Size theBoardSize
        {
            get { return size; }
        }

        private Random rand = new Random();
        private Version ver = new Version(6, 3); // USS Missouri is BB-63, hence version 6.3
        private String name = "USS Missouri (abelenky@alum.mit.edu)";
        private Size size;
        private List<HunterBoard> targetBoards;
        private ShotBoard shotBoard;
        private Stack<Attack> attackVector;
    }

    // An Attack is the data on the ship we are currently working on sinking.
    // It consists of a set of points, horizontal and vertical, from a central point.
    // And can be extended in any direction.
    public class Attack
    {
        public Attack(USSMissouri root, Point p)
        {
            Player = root;
            hit = p;
            horzExtent = new Extent(p.X, p.X);
            vertExtent = new Extent(p.Y, p.Y);
        }

        public Extent HorizontalExtent
        {
            get { return horzExtent; }
        }
        public Extent VerticalExtent
        {
            get { return vertExtent; }
        }
        public Point  FirstHit
        {
            get { return hit; }
        }

        public void AddHit(Point p)
        {
            if (hit.X == p.X) // New hit in the vertical direction
            {
                vertExtent.Min = Math.Min(vertExtent.Min, p.Y);
                vertExtent.Max = Math.Max(vertExtent.Max, p.Y);
            }
            else if (hit.Y == p.Y)
            {
                horzExtent.Min = Math.Min(horzExtent.Min, p.X);
                horzExtent.Max = Math.Max(horzExtent.Max, p.X);
            }
        }
        public Point[] GetNextTargets() 
        {
            List<Point> bors = new List<Point>();

            Point p;

            p = new Point(hit.X, vertExtent.Min-1);
            while (p.Y >= 0 && Player.theShotBoard[p] == Shot.Hit)
            {
                if (Player.theShotBoard[p] == Shot.Miss)
                {
                    break; // Don't add p to the List 'bors.  
                }
                --p.Y;
            }
            if (p.Y >= 0 && Player.theShotBoard[p] == Shot.None) // Add next-target only if there is no shot here yet.
            {
                bors.Add(p);
            }

            //-------------------

            p = new Point(hit.X, vertExtent.Max+1);
            while (p.Y < Player.theBoardSize.Height && Player.theShotBoard[p] == Shot.Hit)
            {
                if (Player.theShotBoard[p] == Shot.Miss)
                {
                    break; // Don't add p to the List 'bors.  
                }
                ++p.Y;
            }
            if (p.Y < Player.theBoardSize.Height && Player.theShotBoard[p] == Shot.None)
            {
                bors.Add(p);
            }

            //-------------------

            p = new Point(horzExtent.Min-1, hit.Y);
            while (p.X >= 0 && Player.theShotBoard[p] == Shot.Hit)
            {
                if (Player.theShotBoard[p] == Shot.Miss)
                {
                    break; // Don't add p to the List 'bors.  
                }
                --p.X;
            }
            if (p.X >= 0 && Player.theShotBoard[p] == Shot.None)
            {
                bors.Add(p);
            }

            //-------------------

            p = new Point(horzExtent.Max+1, hit.Y);
            while (p.X < Player.theBoardSize.Width && Player.theShotBoard[p] == Shot.Hit)
            {
                if (Player.theShotBoard[p] == Shot.Miss)
                {
                    break; // Don't add p to the List 'bors.  
                }
                ++p.X;
            }
            if (p.X < Player.theBoardSize.Width && Player.theShotBoard[p] == Shot.None)
            {
                bors.Add(p);
            }

            return bors.ToArray();
        }

        private Point hit; 
        private Extent horzExtent;
        private Extent vertExtent;
        private USSMissouri Player;
    }

    public struct Extent
    {
        public Extent(Int32 min, Int32 max)
        {
            Min = min;
            Max = max;
        }
        public Int32 Min;
        public Int32 Max;
    }

    public class Board  // The potential-Board, which measures the full potential of each square.
    {
        // A Board is the status of many things.
        public Board(Size boardsize)
        {
            size = boardsize;
            grid = new int[size.Width , size.Height];
            Array.Clear(grid,0,size.Width*size.Height);
        }

        public int this[int c,int r]
        {
            get { return grid[c,r];  }
            set { grid[c,r] = value; }
        }
        public int this[Point p]
        {
            get { return grid[p.X, p.Y];  }
            set { grid[p.X, p.Y] = value; }
        }

        public Point GetWeightedRandom(double r)
        {
            Int32 sum = 0;
            foreach(Int32 i in grid)
            {
                sum += i;
            }

            Int32 index = (Int32)(r*sum);

            Int32 x=0, y=0;
            for(y=0; y<size.Height; ++y)
            {
                for(x=0; x<size.Width; ++x)
                {
                    if (grid[x,y] == 0) continue; // Skip any zero-cells
                    index -= grid[x,y];
                    if (index < 0) break;
                }
                if (index < 0) break;
            }

            if (x == 10 || y == 10)
                throw new Exception("WTF");

            return new Point(x,y);
        }

        public Point GetBestShot()
        {
            int max=grid[0,0];
            for(int y=0; y<size.Height; ++y)
            {
                for (int x=0; x<size.Width; ++x)
                {
                    max = (grid[x,y] > max)? grid[x,y] : max;
                }
            }

            for(int y=0; y<size.Height; ++y)
            {
                for (int x=0; x<size.Width; ++x)
                {
                    if (grid[x,y] == max)
                    {
                        return new Point(x,y);
                    }
                }
            }
            return new Point(0,0);
        }

        public bool IsZero()
        {
            foreach(Int32 p in grid)
            {
                if (p > 0)
                {
                    return false;
                }
            }
            return true;
        }

        public override String ToString()
        {
            String output = "";
            String horzDiv = "   +----+----+----+----+----+----+----+----+----+----+\n";
            String disp;
            int x,y;

            output += "      A    B    C    D    E    F    G    H    I    J    \n" + horzDiv;

            for(y=0; y<size.Height; ++y)
            {
                output += String.Format("{0} ", y+1).PadLeft(3);
                for(x=0; x<size.Width; ++x)
                {
                    switch(grid[x,y])
                    {
                        case (int)Shot.None:       disp = "";  break;
                        case (int)Shot.Hit:        disp = "#"; break;
                        case (int)Shot.Miss:       disp = "."; break;
                        case (int)Shot.Unresolved: disp = "?"; break;
                        default:                   disp = "!"; break;
                    }

                    output += String.Format("| {0} ", disp.PadLeft(2));
                }
                output += "|\n" + horzDiv;
            }

            return output;
        }

        protected Int32[,] grid;
        protected Size     size;
    }

    public class HunterBoard
    {
        public HunterBoard(USSMissouri root, Size boardsize, Ship target)
        {
            size = boardsize;
            grid = new int[size.Width , size.Height];
            Array.Clear(grid,0,size.Width*size.Height);

            Player = root;
            Target = target;
            Initialize();
        }

        public void Initialize()
        {
            int x, y, i;

            for(y=0; y<size.Height; ++y)
            {
                for(x=0; x<size.Width - Target.Length+1; ++x)
                {
                    for(i=0; i<Target.Length; ++i)
                    {
                        grid[x+i,y]++;
                    }
                }
            }

            for(y=0; y<size.Height-Target.Length+1; ++y)
            {
                for(x=0; x<size.Width; ++x)
                {
                    for(i=0; i<Target.Length; ++i)
                    {
                        grid[x,y+i]++;
                    }
                }
            }
        }

        public int this[int c,int r]
        {
            get { return grid[c,r];  }
            set { grid[c,r] = value; }
        }
        public int this[Point p]
        {
            get { return grid[p.X, p.Y];  }
            set { grid[p.X, p.Y] = value; }
        }

        public void ShotMiss(Point p)
        {
            int x,y;
            int min, max;

            min = Math.Max(p.X-Target.Length+1, 0);
            max = Math.Min(p.X, size.Width-Target.Length);
            for(x=min; x<=max; ++x)
            {
                DecrementRow(p.Y, x, x+Target.Length-1);
            }

            min = Math.Max(p.Y-Target.Length+1, 0);
            max = Math.Min(p.Y, size.Height-Target.Length);
            for(y=min; y<=max; ++y)
            {
                DecrementColumn(p.X, y, y+Target.Length-1);
            } 

            grid[p.X, p.Y] = 0;
        }

        public void ShotHit(Point p)
        {
        }

        public override String ToString()
        {
            String output = String.Format("Target size is {0}\n", Target.Length);
            String horzDiv = "   +----+----+----+----+----+----+----+----+----+----+\n";
            int x,y;

            output += "      A    B    C    D    E    F    G    H    I    J    \n" + horzDiv;
            for(y=0; y<size.Height; ++y)
            {
                output += String.Format("{0} ", y+1).PadLeft(3);
                for(x=0; x<size.Width; ++x)
                {
                    output += String.Format("| {0} ", grid[x,y].ToString().PadLeft(2));
                }
                output += "|\n" + horzDiv;
            }
            return output;
        }

        // If we shoot at point P, how does that affect the potential of the board?
        public Int32 GetWeightAt(Point p)
        {
            int x,y;
            int potential = 0;
            int min, max;

            min = Math.Max(p.X-Target.Length+1, 0);
            max = Math.Min(p.X, size.Width-Target.Length);
            for(x=min; x<=max; ++x)
            {
                if (Player.theShotBoard.isMissInRow(p.Y, x, x+Target.Length-1) == false)
                {
                    ++potential;
                }
            }

            min = Math.Max(p.Y-Target.Length+1, 0);
            max = Math.Min(p.Y, size.Height-Target.Length);
            for(y=min; y<=max; ++y)
            {
                if (Player.theShotBoard.isMissInColumn(p.X, y, y+Target.Length-1) == false)
                {
                    ++potential;
                }
            } 

            return potential;
        }

        public void DecrementRow(int row, int rangeA, int rangeB)
        {
            int x;
            for(x=rangeA; x<=rangeB; ++x)
            {
                grid[x,row] = (grid[x,row]==0)? 0 : grid[x,row]-1;
            }
        }
        public void DecrementColumn(int col, int rangeA, int rangeB)
        {
            int y;
            for(y=rangeA; y<=rangeB; ++y)
            {
                grid[col,y] = (grid[col,y]==0)? 0 : grid[col,y]-1;
            }
        }

        private Ship Target = null;
        private USSMissouri Player;
        private Int32[,] grid;
        private Size     size;
    }

    public enum Shot
    {
        None = 0,
        Hit = 1,
        Miss = 2,
        Unresolved = 3
    };

    public class ShotBoard
    {
        public ShotBoard(Size boardsize)
        {
            size = boardsize;
            grid = new Shot[size.Width , size.Height];

            for(int y=0; y<size.Height; ++y)
            {
                for(int x=0; x<size.Width; ++x)
                {
                    grid[x,y] = Shot.None;
                }
            }
        }

        public Shot this[int c,int r]
        {
            get { return grid[c,r];  }
            set { grid[c,r] = value; }
        }
        public Shot this[Point p]
        {
            get { return grid[p.X, p.Y];  }
            set { grid[p.X, p.Y] = value; }
        }

        public override String ToString()
        {
            String output = "";
            String horzDiv = "   +----+----+----+----+----+----+----+----+----+----+\n";
            String disp;
            int x,y;

            output += "      A    B    C    D    E    F    G    H    I    J    \n" + horzDiv;

            for(y=0; y<size.Height; ++y)
            {
                output += String.Format("{0} ", y+1).PadLeft(3);
                for(x=0; x<size.Width; ++x)
                {
                    switch(grid[x,y])
                    {
                        case Shot.None:       disp = "";  break;
                        case Shot.Hit:        disp = "#"; break;
                        case Shot.Miss:       disp = "."; break;
                        case Shot.Unresolved: disp = "?"; break;
                        default:              disp = "!"; break;
                    }

                    output += String.Format("| {0} ", disp.PadLeft(2));
                }
                output += "|\n" + horzDiv;
            }
            return output;
        }

        // Functions to find shots on the board, at a specific point, or in a row or column, within a range
        public bool ShotAt(Point p)
        {
            return !(this[p]==Shot.None);
        }
        public bool isMissInColumn(int col, int rangeA, int rangeB)
        {
            for(int y=rangeA; y<=rangeB; ++y)
            {
                if (grid[col,y] == Shot.Miss)
                {
                    return true;
                }
            }
            return false;
        }
        public bool isMissInRow(int row, int rangeA, int rangeB)
        {
            for(int x=rangeA; x<=rangeB; ++x)
            {
                if (grid[x,row] == Shot.Miss)
                {
                    return true;
                }
            }
            return false;
        }
        protected Shot[,] grid;
        protected Size     size;
    }
}

其他回答

![概率密度][1]输入图像描述她

![此处输入图像描述][2]

我尝试着比较随机射击和愚蠢的狩猎/目标以及复杂搜索的结果。

最好的解决方案似乎是创建一个概率密度函数,计算剩余船只使用任何方块的可能性,并以值最高的方块为目标。

你可以在这里看到我的结果,输入链接描述

我现在没有时间写一个完整的算法,但我有一个想法:如果你的对手随机放置船只,放置概率不会是一个以(5.5,5.5)为中心的简单分布吗?例如,战列舰(5个单位长)在x维度的放置可能性如下:

x    1 2 3 4 5  6  7 8 9 10
P(x) 2 4 6 8 10 10 8 6 4 2

同样的计算也适用于y。其他船只的分布不会那么陡峭,但你最好的猜测仍然是中心。在此之后,数学方法将慢慢地向中心外辐射对角线(可能是平均船的长度,17/5)。例:

...........
....x.x....
.....x.....
....x.x....
...........

显然,这个想法需要添加一些随机性,但我认为从纯粹的数学角度来看,这是可行的。

当然,我们也有可能在游戏的基础上运行一系列类似的游戏。

添加3d飞机或能够移动一艘船而不是射击回合等内容可能会改变游戏。

我的电脑现在正在戴尔维修,但这是我上周在哪里:

namespace Battleship
{
    using System;
    using System.Collections.ObjectModel;
    using System.Drawing;
    using System.Collections.Generic;
    using System.Linq;

    public class BSKiller4 : OpponentExtended, IBattleshipOpponent
    {
        public string Name { get { return "BSKiller4"; } }
        public Version Version { get { return this.version; } }

        public bool showBoard = false;

        Random rand = new Random();
        Version version = new Version(0, 4);
        Size gameSize;

        List<Point> nextShots;
        Queue<Point> scanShots;

        char[,] board;

        private void printBoard()
        {
            Console.WriteLine();
            for (int y = 0; y < this.gameSize.Height; y++)
            {
                for (int x = 0; x < this.gameSize.Width; x++)
                {
                    Console.Write(this.board[x, y]);
                }
                Console.WriteLine();
            }
            Console.ReadKey();
        }

        public void NewGame(Size size, TimeSpan timeSpan)
        {
            this.gameSize = size;
            board = new char[size.Width, size.Height];
            this.nextShots = new List<Point>();
            this.scanShots = new Queue<Point>();
            fillScanShots();
            initializeBoard();
        }

        private void initializeBoard()
        {
            for (int y = 0; y < this.gameSize.Height; y++)
            {
                for (int x = 0; x < this.gameSize.Width; x++)
                {
                    this.board[x, y] = 'O';
                }
            }
        }

        private void fillScanShots()
        {
            int x, y;
            int num = gameSize.Width * gameSize.Height;
            for (int j = 0; j < 3; j++)
            {
                for (int i = j; i < num; i += 3)
                {
                    x = i % gameSize.Width;
                    y = i / gameSize.Height;
                    scanShots.Enqueue(new Point(x, y));
                }
            }
        }

        public void PlaceShips(ReadOnlyCollection<Ship> ships)
        {
            foreach (Ship s in ships)
            {
                s.Place(new Point(
                        rand.Next(this.gameSize.Width),
                        rand.Next(this.gameSize.Height)),
                        (ShipOrientation)rand.Next(2));
            }
        }

        public Point GetShot()
        {
            if (showBoard) printBoard();
            Point shot;

            shot = findShotRun();
            if (shot.X != -1)
            {
                return shot;
            }

            if (this.nextShots.Count > 0)
            {
                shot = this.nextShots[0];
                this.nextShots.RemoveAt(0);
            }
            else
            {
                shot = this.scanShots.Dequeue();
            }

            return shot;
        }

        public void ShotHit(Point shot, bool sunk)
        {
            this.board[shot.X, shot.Y] = 'H';
            if (!sunk)
            {
                addToNextShots(new Point(shot.X - 1, shot.Y));
                addToNextShots(new Point(shot.X, shot.Y + 1));
                addToNextShots(new Point(shot.X + 1, shot.Y));
                addToNextShots(new Point(shot.X, shot.Y - 1));
            }
            else
            {
                this.nextShots.Clear();
            }
        }



        private Point findShotRun()
        {
            int run_forward_horizontal = 0;
            int run_backward_horizontal = 0;
            int run_forward_vertical = 0;
            int run_backward_vertical = 0;

            List<shotPossibilities> possible = new List<shotPossibilities>(5);

            // this only works if width = height for the board;
            for (int y = 0; y < this.gameSize.Height; y++)
            {
                for (int x = 0; x < this.gameSize.Width; x++)
                {
                    // forward horiz
                    if (this.board[x, y] == 'M')
                    {
                        run_forward_horizontal = 0;
                    }
                    else if (this.board[x, y] == 'O')
                    {
                        if (run_forward_horizontal >= 2)
                        {
                            possible.Add(
                                new shotPossibilities(
                                    run_forward_horizontal,
                                    new Point(x, y),
                                    true));
                        }
                        else
                        {
                            run_forward_horizontal = 0;
                        }
                    }
                    else
                    {
                        run_forward_horizontal++;
                    }

                    // forward vertical
                    if (this.board[y, x] == 'M')
                    {
                        run_forward_vertical = 0;
                    }
                    else if (this.board[y, x] == 'O')
                    {
                        if (run_forward_vertical >= 2)
                        {
                            possible.Add(
                                new shotPossibilities(
                                    run_forward_vertical,
                                    new Point(y, x),
                                    false));
                        }
                        else
                        {
                            run_forward_vertical = 0;
                        }
                    }
                    else
                    {
                        run_forward_vertical++;
                    }


                    // backward horiz
                    if (this.board[this.gameSize.Width - x - 1, y] == 'M')
                    {
                        run_backward_horizontal = 0;
                    }
                    else if (this.board[this.gameSize.Width - x - 1, y] == 'O')
                    {
                        if (run_backward_horizontal >= 2)
                        {
                            possible.Add(
                                new shotPossibilities(
                                    run_backward_horizontal,
                                    new Point(this.gameSize.Width - x - 1, y),
                                    true));
                        }
                        else
                        {
                            run_backward_horizontal = 0;
                        }
                    }
                    else
                    {
                        run_backward_horizontal++;
                    }


                    // backward vertical
                    if (this.board[y, this.gameSize.Height - x - 1] == 'M')
                    {
                        run_backward_vertical = 0;
                    }
                    else if (this.board[y, this.gameSize.Height - x - 1] == 'O')
                    {
                        if (run_backward_vertical >= 2)
                        {
                            possible.Add(
                                new shotPossibilities(
                                    run_backward_vertical,
                                    new Point(y, this.gameSize.Height - x - 1),
                                    false));
                        }
                        else
                        {
                            run_backward_vertical = 0;
                        }
                    }
                    else
                    {
                        run_backward_vertical++;
                    }

                }

                run_forward_horizontal = 0;
                run_backward_horizontal = 0;
                run_forward_vertical = 0;
                run_backward_vertical = 0;
            }
            Point shot;

            if (possible.Count > 0)
            {
                shotPossibilities shotp = possible.OrderByDescending(a => a.run).First();
                //this.nextShots.Clear();
                shot = shotp.shot;
                //if (shotp.isHorizontal)
                //{
                //    this.nextShots.RemoveAll(p => p.X != shot.X);
                //}
                //else
                //{
                //    this.nextShots.RemoveAll(p => p.Y != shot.Y);
                //}
            }
            else
            {
                shot = new Point(-1, -1);
            }

            return shot;
        }

        private void addToNextShots(Point p)
        {
            if (!this.nextShots.Contains(p) &&
                p.X >= 0 &&
                p.X < this.gameSize.Width &&
                p.Y >= 0 &&
                p.Y < this.gameSize.Height)
            {
                if (this.board[p.X, p.Y] == 'O')
                {
                    this.nextShots.Add(p);
                }
            }
        }

        public void GameWon()
        {
            this.GameWins++;
        }

        public void NewMatch(string opponent)
        {
            System.Threading.Thread.Sleep(5);
            this.rand = new Random(System.Environment.TickCount);
        }
        public void OpponentShot(Point shot) { }
        public void ShotMiss(Point shot)
        {
            this.board[shot.X, shot.Y] = 'M';
        }
        public void GameLost()
        {
            if (showBoard) Console.WriteLine("-----Game Over-----");
        }
        public void MatchOver() { }
    }


    public class OpponentExtended
    {
        public int GameWins { get; set; }
        public int MatchWins { get; set; }
        public OpponentExtended() { }
    }

    public class shotPossibilities
    {
        public shotPossibilities(int r, Point s, bool h)
        {
            this.run = r;
            this.shot = s;
            this.isHorizontal = h;
        }
        public int run { get; set; }
        public Point shot { get; set; }
        public bool isHorizontal { get; set; }
    }
}

这是我在空闲时间能做的最好的东西,几乎不存在。有一些游戏和比赛统计数据正在进行,因为我设置了主函数循环并持续运行BattleshipCompetition,直到我按下一个键。

namespace Battleship
{
    using System;
    using System.Collections.Generic;
    using System.Drawing;
    using System.Linq;

    public class BP7 : IBattleshipOpponent
    {
        public string Name { get { return "BP7"; } }
        public Version Version { get { return this.version; } }

        Random rand = new Random();
        Version version = new Version(0, 7);
        Size gameSize;
        List<Point> scanShots;
        List<NextShot> nextShots;
        int wins, losses;
        int totalWins = 0;
        int totalLosses = 0;
        int maxWins = 0;
        int maxLosses = 0;
        int matchWins = 0;
        int matchLosses = 0;

        public enum Direction { VERTICAL = -1, UNKNOWN = 0, HORIZONTAL = 1 };
        Direction hitDirection, lastShotDirection;

        enum ShotResult { UNKNOWN, MISS, HIT };
        ShotResult[,] board;

        public struct NextShot
        {
            public Point point;
            public Direction direction;
            public NextShot(Point p, Direction d)
            {
                point = p;
                direction = d;
            }
        }

        public struct ScanShot
        {
            public Point point;
            public int openSpaces;
            public ScanShot(Point p, int o)
            {
                point = p;
                openSpaces = o;
            }
        }

        public void NewGame(Size size, TimeSpan timeSpan)
        {
            this.gameSize = size;
            scanShots = new List<Point>();
            nextShots = new List<NextShot>();
            fillScanShots();
            hitDirection = Direction.UNKNOWN;
            board = new ShotResult[size.Width, size.Height];
        }

        private void fillScanShots()
        {
            int x;
            for (x = 0; x < gameSize.Width - 1; x++)
            {
                scanShots.Add(new Point(x, x));
            }

            if (gameSize.Width == 10)
            {
                for (x = 0; x < 3; x++)
                {
                    scanShots.Add(new Point(9 - x, x));
                    scanShots.Add(new Point(x, 9 - x));
                }
            }
        }

        public void PlaceShips(System.Collections.ObjectModel.ReadOnlyCollection<Ship> ships)
        {
            foreach (Ship s in ships)
            {
                s.Place(
                    new Point(
                        rand.Next(this.gameSize.Width),
                        rand.Next(this.gameSize.Height)),
                    (ShipOrientation)rand.Next(2));
            }
        }

        public Point GetShot()
        {
            Point shot;

            if (this.nextShots.Count > 0)
            {
                if (hitDirection != Direction.UNKNOWN)
                {
                    if (hitDirection == Direction.HORIZONTAL)
                    {
                        this.nextShots = this.nextShots.OrderByDescending(x => x.direction).ToList();
                    }
                    else
                    {
                        this.nextShots = this.nextShots.OrderBy(x => x.direction).ToList();
                    }
                }

                shot = this.nextShots.First().point;
                lastShotDirection = this.nextShots.First().direction;
                this.nextShots.RemoveAt(0);
                return shot;
            }

            List<ScanShot> scanShots = new List<ScanShot>();
            for (int x = 0; x < gameSize.Width; x++)
            {
                for (int y = 0; y < gameSize.Height; y++)
                {
                    if (board[x, y] == ShotResult.UNKNOWN)
                    {
                        scanShots.Add(new ScanShot(new Point(x, y), OpenSpaces(x, y)));
                    }
                }
            }
            scanShots = scanShots.OrderByDescending(x => x.openSpaces).ToList();
            int maxOpenSpaces = scanShots.FirstOrDefault().openSpaces;

            List<ScanShot> scanShots2 = new List<ScanShot>();
            scanShots2 = scanShots.Where(x => x.openSpaces == maxOpenSpaces).ToList();
            shot = scanShots2[rand.Next(scanShots2.Count())].point;

            return shot;
        }

        int OpenSpaces(int x, int y)
        {
            int ctr = 0;
            Point p;

            // spaces to the left
            p = new Point(x - 1, y);
            while (p.X >= 0 && board[p.X, p.Y] == ShotResult.UNKNOWN)
            {
                ctr++;
                p.X--;
            }

            // spaces to the right
            p = new Point(x + 1, y);
            while (p.X < gameSize.Width && board[p.X, p.Y] == ShotResult.UNKNOWN)
            {
                ctr++;
                p.X++;
            }

            // spaces to the top
            p = new Point(x, y - 1);
            while (p.Y >= 0 && board[p.X, p.Y] == ShotResult.UNKNOWN)
            {
                ctr++;
                p.Y--;
            }

            // spaces to the bottom
            p = new Point(x, y + 1);
            while (p.Y < gameSize.Height && board[p.X, p.Y] == ShotResult.UNKNOWN)
            {
                ctr++;
                p.Y++;
            }

            return ctr;
        }

        public void NewMatch(string opponenet)
        {
            wins = 0;
            losses = 0;
        }

        public void OpponentShot(Point shot) { }

        public void ShotHit(Point shot, bool sunk)
        {
            board[shot.X, shot.Y] = ShotResult.HIT;

            if (!sunk)
            {
                hitDirection = lastShotDirection;
                if (shot.X != 0)
                {
                    this.nextShots.Add(new NextShot(new Point(shot.X - 1, shot.Y), Direction.HORIZONTAL));
                }

                if (shot.Y != 0)
                {
                    this.nextShots.Add(new NextShot(new Point(shot.X, shot.Y - 1), Direction.VERTICAL));
                }

                if (shot.X != this.gameSize.Width - 1)
                {
                    this.nextShots.Add(new NextShot(new Point(shot.X + 1, shot.Y), Direction.HORIZONTAL));
                }

                if (shot.Y != this.gameSize.Height - 1)
                {
                    this.nextShots.Add(new NextShot(new Point(shot.X, shot.Y + 1), Direction.VERTICAL));
                }
            }
            else
            {
                hitDirection = Direction.UNKNOWN;
                this.nextShots.Clear();     // so now this works like gangbusters ?!?!?!?!?!?!?!?!?
            }
        }

        public void ShotMiss(Point shot)
        {
            board[shot.X, shot.Y] = ShotResult.MISS;
        }

        public void GameWon()
        {
            wins++;
        }

        public void GameLost()
        {
            losses++;
        }

        public void MatchOver()
        {
            if (wins > maxWins)
            {
                maxWins = wins;
            }

            if (losses > maxLosses)
            {
                maxLosses = losses;
            }

            totalWins += wins;
            totalLosses += losses;

            if (wins >= 51)
            {
                matchWins++;
            }
            else
            {
                matchLosses++;
            }
        }

        public void FinalStats()
        {
            Console.WriteLine("Games won: " + totalWins.ToString());
            Console.WriteLine("Games lost: " + totalLosses.ToString());
            Console.WriteLine("Game winning percentage: " + (totalWins * 1.0 / (totalWins + totalLosses)).ToString("P"));
            Console.WriteLine("Game losing percentage: " + (totalLosses * 1.0 / (totalWins + totalLosses)).ToString("P"));
            Console.WriteLine();
            Console.WriteLine("Matches won: " + matchWins.ToString());
            Console.WriteLine("Matches lost: " + matchLosses.ToString());
            Console.WriteLine("Match winning percentage: " + (matchWins * 1.0 / (matchWins + matchLosses)).ToString("P"));
            Console.WriteLine("Match losing percentage: " + (matchLosses * 1.0 / (matchWins + matchLosses)).ToString("P"));
            Console.WriteLine("Match games won high: " + maxWins.ToString());
            Console.WriteLine("Match games lost high: " + maxLosses.ToString());
            Console.WriteLine();
        }
    }
}

这是我最接近于击败Dreadnought的逻辑,赢得了41%的单人游戏。(事实上,它确实以52比49赢得了一场比赛。)奇怪的是,这个职业在对抗farnsworthrival时表现不如一个更不先进的早期版本。