《图解设计模式》读书笔记4-2 STRATEGY模式


Strategy模式即策略模式,在编程中,策略指的就是算法。利用此模式可以整体替换算法,即使用不同方式解决同一个问题。比如设计一个围棋程序,通过切换算法可以方便地切换AI的难度。

示例程序

要实现:模拟两个人用不同的策略玩猜拳游戏。

UML

Hand类(手势类)

public class Hand {
    public static final int HANDVALUE_ST = 0;  // 表示石头的值
    public static final int HANDVALUE_JD = 1;  // 表示剪刀的值
    public static final int HANDVALUE_BU = 2;  // 表示布的值
    public static final Hand[] hand = {         // 表示猜拳中3种手势的实例
            new Hand(HANDVALUE_ST),
            new Hand(HANDVALUE_JD),
            new Hand(HANDVALUE_BU),
    };
    private static final String[] name = {      // 表示猜拳中手势所对应的字符串
            "石头", "剪刀", "布",
    };
    private int handvalue;                      // 表示猜拳中出的手势的值

    private Hand(int handvalue) {
        this.handvalue = handvalue;
    }

    public static Hand getHand(int handvalue) { // 根据手势的值获取其对应的实例
        return hand[handvalue];
    }

    public boolean isStrongerThan(Hand h) {     // 如果this胜了h则返回true
        return fight(h) == 1;
    }

    public boolean isWeakerThan(Hand h) {       // 如果this输给了h则返回true
        return fight(h) == -1;
    }

    private int fight(Hand h) {                 // 计分:平0, 胜1, 负-1
        if (this == h) {
            return 0;
        } else if ((this.handvalue + 1) % 3 == h.handvalue) {
            return 1;
        } else {
            return -1;
        }
    }

    public String toString() {                  // 转换为手势值所对应的字符串
        return name[handvalue];
    }
}

Strategy接口

public interface Strategy {
    //获取下一局要出的手势
    public abstract Hand nextHand();
    //如果win为true,表示上一局赢了,否则表示上一局输了
    public abstract void study(boolean win);
}

WinningStrategy类

如果赢了就继续出同样的手势,否则换一个手势

public class WinningStrategy implements Strategy {
    private Random random;
    private boolean won = false;
    private Hand prevHand;

    public WinningStrategy(int seed) {
        random = new Random(seed);
    }

    public Hand nextHand() {
        if (!won) {
            prevHand = Hand.getHand(random.nextInt(3));
        }
        return prevHand;
    }

    public void study(boolean win) {
        won = win;
    }
}

ProbStrategy类

根据以前的结果计算概率,确定这一次要出什么手势。

算法的具体内容不是关键,我们只需要知道这是一种算法就行了。

public class ProbStrategy implements Strategy {
    private Random random;
    private int prevHandValue = 0;
    private int currentHandValue = 0;
    private int[][] history = {
            {1, 1, 1,},
            {1, 1, 1,},
            {1, 1, 1,},
    };
    public ProbStrategy(int seed) {
        random = new Random(seed);
    }
    public Hand nextHand() {
        int bet = random.nextInt(getSum(currentHandValue));
        int handvalue = 0;
        if (bet < history[currentHandValue][0]) {
            handvalue = 0;
        } else if (bet < history[currentHandValue][0] + history[currentHandValue][1]) {
            handvalue = 1;
        } else {
            handvalue = 2;
        }
        prevHandValue = currentHandValue;
        currentHandValue = handvalue;
        return Hand.getHand(handvalue);
    }
    private int getSum(int hv) {
        int sum = 0;
        for (int i = 0; i < 3; i++) {
            sum += history[hv][i];
        }
        return sum;
    }
    public void study(boolean win) {
        if (win) {
            history[prevHandValue][currentHandValue]++;
        } else {
            history[prevHandValue][(currentHandValue + 1) % 3]++;
            history[prevHandValue][(currentHandValue + 2) % 3]++;
        }
    }
}

Player类(玩家类)

public class Player {
    private String name;
    private Strategy strategy;
    private int wincount;
    private int losecount;
    private int gamecount;
    public Player(String name, Strategy strategy) {         // 赋予姓名和策略
        this.name = name;
        this.strategy = strategy;
    }
    public Hand nextHand() {                                // 策略决定下一局要出的手势
        return strategy.nextHand();
    }
    public void win() {                 // 胜
        strategy.study(true);
        wincount++;
        gamecount++;
    }
    public void lose() {                // 负
        strategy.study(false);
        losecount++;
        gamecount++;
    }
    public void even() {                // 平
        gamecount++;
    }
    public String toString() {
        return "[" + name + ":" + gamecount + " games, " +
            wincount + " win, " + losecount + " lose" + "]";
    }
}

测试类

public class Main {
    public static void main(String[] args) {
        int seed1 = Integer.parseInt("888");
        int seed2 = Integer.parseInt("999");
        Player player1 = new Player("小明", new WinningStrategy(seed1));
        Player player2 = new Player("小紅", new ProbStrategy(seed2));
        for (int i = 0; i < 10000; i++) {
            Hand nextHand1 = player1.nextHand();
            Hand nextHand2 = player2.nextHand();
            if (nextHand1.isStrongerThan(nextHand2)) {
                System.out.println("胜利:" + player1);
                player1.win();
                player2.lose();
            } else if (nextHand2.isStrongerThan(nextHand1)) {
                System.out.println("失败:" + player2);
                player1.lose();
                player2.win();
            } else {
                System.out.println("平局...");
                player1.even();
                player2.even();
            }
        }
        System.out.println("结果:");
        System.out.println(player1.toString());
        System.out.println(player2.toString());
    }
}

角色

Strategy(策略):抽象类或接口,负责定义策略用到的方法。

ConcreteStrategy(具体的策略):具体的策略类,继承Strategy接口,实现其中的方法。

Context(上下文):使用策略类的角色。注意:Context类和Strategy类是聚合关系,或者说是委托关系。

模式的类图:

想法

这个模式的实现非常简单:Context使用委托这种弱关联关系,方便地实现算法的整体替换。

原文地址:https://www.cnblogs.com/qianbixin/p/10992927.html