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java - 递归运行速度非常慢 - AsyncTask

转载 作者:行者123 更新时间:2023-12-02 05:33:51 26 4
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我正在尝试制作一款 TicTacToe 游戏,其中计算机试图获胜而不是失败 - 它部分有效,但代码在 Android 上运行速度非常慢,但在计算机上运行良好。

计算机的决定是在 AsynTask 中做出的,并且 doInBackground 调用 UI 方法。

我不断得到:

D/dalvikvm(14142): GC_CONCURRENT 释放了 1924K,释放了 15% 26534K/30996K,暂停了 2ms+11ms,总计 136ms

D/dalvikvm(14142): GC_FOR_ALLOC 释放了 1711K,释放了 12% 24208K/27304K,暂停了 106ms,总计 106ms

这是代码或这里:https://www.dropbox.com/s/xf6dd2mlkqw2rmr/OnePlayer.java

    public class ComputerTurn extends AsyncTask<Void, Integer, Void> {
ProgressDialog progressDialog;

public Context activity;

public ComputerTurn(Context a)
{
this.activity = a;
}

@Override
protected void onPreExecute(){
//progressDialog = ProgressDialog.show(OnePlayer.this, "Progress Dialog Title Text","Process Description Text", true);
};
long interval =0;
@Override
protected Void doInBackground(Void... params){
Date interestingDate = new Date();
((OnePlayer) activity).ComputerPromptInputandSet(current_player);
interval = (new Date()).getTime() - interestingDate.getTime();
System.out.println("Time: " +interval);
return null;
}

@Override
protected void onPostExecute(Void result){
super.onPostExecute(result);
AlertDialog.Builder builder = new AlertDialog.Builder(OnePlayer.this);
builder.setMessage("Time: " +interval)
.setCancelable(false)
.setPositiveButton("OK", new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog, int id) {
// do things

}
});
AlertDialog alert = builder.create();
alert.show();
//progressDialog.dismiss();
}
}

计算机提示输入和设置:

void ComputerPromptInputandSet(int current_player) {
//task.doProgress(1);
depth = 0;
System.out.println("Computer turn");
bestMoves = new ArrayList<String>();
drawMoves = new ArrayList<String>();

for(int i=0; i <3; i++){
for(int j =0; j <3; j++){
if(board[i][j].equalsIgnoreCase("-")
&& !board[i][j].equalsIgnoreCase("O")
&& !board[i][j].equalsIgnoreCase("X")){
CompNode currentNode = null;
String [][] temp = board;
depth = 0;
System.out.println("Calling AI");
AI(i, j, currentNode, temp, 0);
board[i][j]="-";
//print(board);
//System.exit(0);
}
}
}
System.out.println("depth of win: " + bestwin_depth);
System.out.println("depth of draw: " + bestdraw_depth);
System.out.println("depth of lose: " + bestlose_depth);

System.out.println("bestwin: " + bestwin);
System.out.println("bestdraw: " + bestdraw);
System.out.println("bestlose: " + bestlose);
WINNER_FOUND = false;
game_winner = false;
is_draw = false;

}

人工智能:

void AI(int i, int j, CompNode cNode, String [][] fake, int depth){
//task.doProgress(1);
depth++;
//System.out.println("In AI");
//System.out.println("Depth: "+ depth);
fake[i][j] = getLetter(current_player);
//print(fake);
boolean winner = CheckWinner(1, fake);
if(winner){
//System.out.println("Winner move found");
//print(fake);
//cNode.value= 1000;
if(bestwin_depth >= depth){
bestwin_depth = depth;
bestwin = i+"/"+j;
}
bestMoves.add(i+"/"+j);
WINNER_FOUND = false;
game_winner = false;
is_draw = false;
return;
}
if(is_draw == true){
//System.out.println("Draw found or no more space");
drawMoves.add(i+"/"+j);
WINNER_FOUND = false;
game_winner = false;
is_draw = false;
return;
}

/* check if game over on move
if over
return
if not over for comp

*/
ArrayList<String> indexes = getLegalMoves(fake);
//System.out.println("Legal Moves: "+ indexes.size());
if(indexes.size() ==0){
//System.out.println("Draw found or no more space");
if(bestdraw_depth >= depth){
bestdraw_depth = depth;
bestdraw = i+"/"+j;
}
drawMoves.add(i+"/"+j);
return;
}
//permute (indexes, 0, i, j, cNode, fake);
cNode = new CompNode(indexes.size(), i , j);

Iterator sets = indexes.iterator();
PlayerNode [] possibleMove = cNode.children;
int k =0;


while (sets.hasNext() ) {
String index = (String) sets.next();

String [] index_ = index.split("/");
int x = Integer.parseInt(index_[0]);
int y = Integer.parseInt(index_[1]);

//System.out.println("( "+x + ", " +y + " )");
possibleMove[k] = new PlayerNode(indexes.size()-1, x, y);
String [][]temp = fake;
playerMove(x, y , possibleMove[k], temp, depth);
//depth--;

fake[x][y] = "-";
k++;
}
//System.exit(0);
}

玩家移动:

void playerMove(int i, int j, PlayerNode pNode, String [][]fake, int depth){
//task.doProgress(1);
depth++;
//System.out.println("In playMove");
//System.out.println("Player move: ");
//System.out.println("Depth: "+ depth);
fake[i][j] = getOtherLetter(current_player);
//print(fake);

boolean winner = CheckWinner(0, fake);
pNode = new PlayerNode(0, 0, 0);
if(winner){
//System.out.println("Player winning move");
if(bestlose_depth >= depth){
bestlose_depth = depth;
bestlose = i+"/"+j;
}
// pNode.value= -1000;
WINNER_FOUND = false;
game_winner = false;
is_draw = false;
return;
}
if(is_draw == true){
//System.out.println("Draw found or no more space");
drawMoves.add(i+"/"+j);
WINNER_FOUND = false;
game_winner = false;
is_draw = false;
return;
}

ArrayList<String> indexes = getLegalMoves(fake);
//System.out.println("Legal Moves: "+ indexes.size());
if(indexes.size() ==0){
//System.out.println("Draw found or no more space");
if(bestdraw_depth >= depth){
bestdraw_depth = depth;
bestdraw = i+"/"+j;
}

drawMoves.add(i+"/"+j);
return;
}
//permutePlayer (indexes, 0, i, j, pNode, fake);
pNode = new PlayerNode(indexes.size(), i , j);

Iterator sets = indexes.iterator();
CompNode [] possibleMove = pNode.children;
int k =0;


while (sets.hasNext() ) {
String index = (String) sets.next();

String [] index_ = index.split("/");
int x = Integer.parseInt(index_[0]);
int y = Integer.parseInt(index_[1]);

//System.out.println("( "+x + ", " +y + " )");
possibleMove[k] = new CompNode(indexes.size()-1, x, y);
String [][] temp = fake;
AI(x, y , possibleMove[k], temp, depth);
//depth--;
fake[x][y] = "-";
k++;
}
//System.exit(0);
}

PlayerNode类

class PlayerNode {
CompNode [] children;

PlayerNode(int num, int i , int j){
this.children = new CompNode[num];
}
}

CompNode 类:

class CompNode {
PlayerNode [] children;

CompNode(int num, int i, int j){
this.children = new PlayerNode[num];
}
}

ComputerPromptInputandSet 在我的手机上运行需要 52 秒,在模拟器上运行需要 2 分钟,在另一部手机上运行需要 34 秒。

这是统计屏幕截图:

enter image description here

我该如何解决这个问题?

最佳答案

你的电脑比你的手机快大约 500 倍,我对吗?这很可能是正常的,可能是由于移动内存有限,这会更频繁地调用垃圾收集器。

一般优化应该可以解决问题。

代码非常复杂,我不太理解它,但如果 getLegalMoves 方法做了我认为你应该能够通过消除玩家已经在同一位置交叉的 Action 来返回较少可能的 Action 来极大地优化它x 轴和 y 轴以及对角线。

关于java - 递归运行速度非常慢 - AsyncTask,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/25230941/

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