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C#带有或不带有Alpha-Beta修剪的MinMaxing产生不同的结果

如何解决C#带有或不带有Alpha-Beta修剪的MinMaxing产生不同的结果

我已经为国际象棋引擎编写了以下代码

double AlphaBetaPruning(int currentDepth,bool maximizingPlayer,double alpha,double beta)
    {
        try
        {
            // Terminating condition. i.e  leaf node is reached 
            if (currentDepth == maxDepth)
            {
                var leafVal = Evaluation(); //@StackExchange: Redundant line,but wanted to make clear,what happens here.
                return leafVal;
            }

            if (maximizingPlayer)
            {
                return Iteration(currentDepth,maximizingPlayer,alpha,beta);
            }
            else
            {
                return Iteration(currentDepth,beta);
            }
        }
        catch (Exception e)
        {
            //Program is never here
        }
    }

打电话给这个

private double Iteration (int currentDepth,double beta)
    {
        double best = maximizingPlayer ? -1_000: 1_000;

        foreach (var optMove in PruneOpt.OrderedMoves(maximizingPlayer))
        {
            //Play actual move:
            Gameboard.TryMove(optMove);
            var val = AlphaBetaPruning(currentDepth + 1,(!maximizingPlayer),beta);
            //Clean up:
            Gameboard.TryRevertLastMove();

            if (maximizingPlayer)
            {
                best = Math.Max(best,val);
                alpha = Math.Max(alpha,best);
            }
            else
            {
                best = Math.Min(best,val);
                beta = Math.Min(beta,best);
            }

            // Alpha Beta Pruning 
            if (beta <= alpha) // !! Removing this makes a classic
            {                  // !! MinMax,but changes the
                return best;   // !! outcome of the scores in
            }                  // !! lower depths. The "best move" changes.
        }
        return best;
    }

然后,我将在“最低”深度(意味着可以播放的下一个层)上看到许多移动(33个,仅供参考(无关紧要,它们是恒定的))。以及它们各自的分数(从深叶节点向上取)。

问题是:如果删除“修剪”,则这33个最低节点的分数将改变。如果一个修剪不是为“

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