『第 33 楼』:
C语言象棋
使用 LLM 解释/回答一下
棋子棋盘标准
规则计算逻辑路径模块
独立电脑操作程序
独立本机人操作程序
独立网络操作程序
语音报对方走棋
语音按序报棋局上棋子
棋局放大镜
输入指令和输入对战程序
一个文本有90个字,每字本来是空格字符,开局修改为有的空格有的是指定字符,如新局布局和残局,复盘。
每个棋局进行一次操作记录一次棋局文本
五个数组或存储单位,
第一个存储单位显示相对固定的棋盘和记录期盼变化,最后统计结果输出。
第二个存储独立的棋子字符信息和运动相互关系,以及多棋子组合关系,在组合关系丰富下发展对手关系(也许可以两人以上的多人混战)。
第三个程序学习和错误改错正确化,一个会知错改错并增进与人非棋局交流的文化程序,将小学中学大学和人生道理被认为是善信息,在交流中可以被拒绝的参与交流。或者是一个边聊天边互相形式学习的棋局对手。
第四个
第五个后期延伸,换地图,换棋子,换规则的其他模拟,类似大战略类兵棋推演,人生旅程的能量聚散
字符信息定义 存取和路径,文件夹标准 逻辑 循环?
每一个棋盘位都是一个相对独立的信息组,其中的棋子信息可以存取,棋盘部分不可以存取的只读,所有棋盘位组成一个棋盘。棋盘外有操作台,就是走棋和计棋的内容。
双电脑程序,在人机机主对战电脑的时候,一个辅助电脑程序合伙合谋打另一个电脑,也许两者合力也会败给另一方,但是可以通过给对手程序掺问题字符,经常悔棋但是不同意电脑悔棋,将电脑思维逻辑内容减少等等非正面作战方法,取得非竞赛的优势(一般情况下就不要这样,因为练不到棋艺)。
一个命令组:为什么。当问电脑为什么的时候,电脑将已有逻辑分析显示出来。
信息位的信息,棋盘位信息,棋子信息,规则量增减信息,棋子在棋盘上增减量信息。
电脑与机主进行一步逻辑比较。这一步与下一步之间有一个选择,假设选择为无穷循环或5次有限循环后选择第一逻辑方案;方案的中间与两头随机选择一次,方案的两头选择头尾的随机选择一次,方案的头尾之一的排序仅靠的前两个进行随机选择;对时间进行毫秒到秒到分到时天月年,逐步从小到大后退寻找最后按键和命令截取时系统时间数字的最后一位时单双或零,毫秒为零则退后到秒,若有非零,根据截取时的单双进行先后随机选择的参数,单为1,双为2,方案的几个选择需要几次时间截取。当只有一个方案,则随机选择程序条件不满足,只选择仅有的方案。 电脑对已有双方棋子现状进行记录,下一步可能运动和吃子点,以及可能运动和吃子点的再次运动和吃子的落脚点分析收集,对这些组合进行互相内部比较,寻找伤对方棋子多,我方棋子损失少的一些再次随机选择。
周期扫描表,类似仓库汇总表的天周月季年表。少的时候只针对轮流走棋的一个子扫描变化差异,子多,规则变化的时候,可以对同步走棋进行扫描汇总比较分析选择。
周期规则下只记录一步,一步根据棋子预设运行和吃子规则进行,棋子被主观主动和客观被动的几个除第一局外已有比较的选择,规律选择,模仿不规律随机三类方案选择,一共三类选择多种交错组合成选择思维组。
人机棋局时效回合下的暂停按钮。
自由棋子和无赖小偷强盗恶霸土匪独断强势的多种坏情节参与,还有主动好情节的参与,作为随机性格情绪内容,参合在对话的互动中,不确定这个自由选择的开关,机主随时可以打开可以关闭。棋子可以兵回走,马走非日形,仕可以出宫,象可以走马,跑可以打多棋子之后的目标,可以跑出棋盘,可以隐身,可以复活,可以假装象棋程序出错等等。
己方环境模糊统计,己方本身模糊统计,己方核心威胁统计,对方,己方与对方比较。己方统计,对方统计,己方与对方统计的比较选择。
Last edited by zzz19760225 on 2017-8-1 at 21:30 ]
Chessboard standard
Rule calculation logic path module
Independent computer operation program
Independent local human operation program
Independent network operation program
Voice reporting opponent's move
Voice reporting chess pieces on the chessboard in sequence
Chessboard magnifier
Input command and input battle program
A text has 90 characters, each originally a space character. At the start, some spaces are modified to specified characters, such as new game layout and end game, review.
Each chess game is recorded once when an operation is performed, and the chess game text is recorded.
Five arrays or storage units,
The first storage unit displays a relatively fixed chessboard and records changes in the chess game, and finally outputs the statistical result.
The second storage stores independent chess piece character information and movement interrelationships, as well as multi-piece combination relationships. Under the rich combination relationships, the opponent relationship develops (maybe multi-player melee with two or more people).
The third program learns and corrects errors. A cultural program that can recognize mistakes, correct them, and enhance non-chess communication with people. Primary, secondary, university, and life principles are considered good information, which can be rejected in communication. Or a chess opponent who learns from each other while chatting.
The fourth
The fifth later extension, changing the map, changing the chess pieces, changing the rules of other simulations, similar to grand strategy-like wargame推演, the energy gathering and dispersing of life journey
Character information definition, access and path, folder standard, logic loop?
Each chessboard position is a relatively independent information group. The chess piece information in it can be accessed, the chessboard part is read-only and cannot be accessed. All chessboard positions form a chessboard. There is an operation table outside the chessboard, which is the content of making moves and counting moves.
Dual computer program. When the human-machine host battles the computer, an auxiliary computer program colludes to fight the other computer. Maybe both of them will be defeated by the other side, but they can gain an advantage in non-competition by adding problematic characters to the opponent program, often making back moves but not agreeing to the computer's back moves, reducing the computer's thinking logic content, etc. non-positive combat methods (generally don't do this because it doesn't train chess skills).
A command group: Why. When asking the computer why, the computer displays the existing logic analysis.
Information bit information, chessboard position information, chess piece information, rule quantity increase and decrease information, chess piece increase and decrease quantity information on the chessboard.
The computer and the host perform a step logic comparison. There is a choice between this step and the next step. It is assumed that the choice is an infinite loop or a finite loop of 5 times, and then the first logic scheme is selected; the middle and both ends of the scheme are randomly selected once, the both ends of the scheme select the random selection of the head and tail once, and the order of one of the head and tail of the scheme is only randomly selected according to the first two; the time is from milliseconds to seconds to minutes to hours to days, months, years, step back from small to large to find the last digit of the system time number when the last key and command are intercepted, if the millisecond is zero, step back to seconds, if there is a non-zero, according to the single or double of the intercepted single or double, the parameters for random selection before and after, single is 1, double is 2, and the scheme has several choices that need several time interceptions. When there is only one scheme, the random selection program conditions are not met, and only the only scheme is selected. The computer records the current situation of both sides' chess pieces, analyzes and collects the possible movement and capture points of the next step, as well as the landing points of the possible movement and capture points' subsequent movement and capture, compares these combinations with each other internally, and finds some subsequent random selections that damage the opponent's chess pieces more and have less loss of their own chess pieces.
Periodic scan table, similar to a warehouse summary table of daily, weekly, monthly, quarterly, annual tables. When there are few, only scan the change difference for one piece in turn. When there are many pieces and the rules change, the synchronous moves can be scanned, summarized, compared, and analyzed for selection.
Only one step is recorded under the periodic rule. One step is performed according to the preset movement and capture rules of the chess pieces. The chess pieces are selected from several schemes except the first game, including subjective initiative, objective passivity, regular selection, and imitating irregular random. A total of three types of schemes with multiple staggered combinations form a selection thinking group.
Pause button under the human-machine chess game time limit round.
Free chess pieces and various bad plots such as rascals, thieves, robbers, bullies, bandits, autocratic, strong, and also active good plots are involved, as random personality and emotional content, mixed in the interaction of dialogues. The switch of this free choice is not certain, and the host can turn it on or off at any time. Chess pieces can go back, horses can move in non-day shapes, officials can go out of the palace, elephants can move like horses, cannons can hit the target after hitting multiple chess pieces, can run out of the chessboard, can be invisible, can be resurrected, can pretend that the chess program is wrong, etc.
Statistical of own side's environment ambiguity, statistical of own side itself, statistical of own side's core threat, opponent, comparison between own side and opponent. Statistical of own side, statistical of opponent, comparison selection of statistical between own side and opponent.
Last edited by zzz19760225 on 2017-8-1 at 21:30 ]
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