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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /kjumpingcube/brain.cpp | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kjumpingcube/brain.cpp')
-rw-r--r-- | kjumpingcube/brain.cpp | 621 |
1 files changed, 621 insertions, 0 deletions
diff --git a/kjumpingcube/brain.cpp b/kjumpingcube/brain.cpp new file mode 100644 index 00000000..e2d63815 --- /dev/null +++ b/kjumpingcube/brain.cpp @@ -0,0 +1,621 @@ +/* **************************************************************************** + This file is part of the game 'KJumpingCube' + + Copyright (C) 1998-2000 by Matthias Kiefer + + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +**************************************************************************** */ + +#include "brain.h" +#include "cube.h" + +#include <math.h> + +#include <kapplication.h> + +#undef DEBUG // uncomment this to get useful messages +#include <assert.h> + +#ifdef DEBUG +#include <iostream.h> +#endif + +#include "prefs.h" + +Brain::Brain(int initValue) +{ + setSkill(Prefs::EnumSkill::Beginner); + stopped=false; + active=false; + currentLevel=0; + + // initialize the random number generator + random.setSeed(initValue); +} + +void Brain::setSkill(int newSkill) +{ + _skill=newSkill; + + switch(_skill) + { + case Prefs::EnumSkill::Beginner: + maxLevel=1; + break; + case Prefs::EnumSkill::Average: + maxLevel=3; + break; + case Prefs::EnumSkill::Expert: + maxLevel=5; + break; + default: + break; + } +} + +int Brain::skill() const +{ + return _skill; +} + +void Brain::stop() +{ + stopped=true; +} + + +bool Brain::isActive() const +{ + return active; +} + + + +bool Brain::getHint(int& row, int& column,CubeBox::Player player ,CubeBox box) +{ + if(isActive()) + return false; + + active=true; + stopped=false; + currentPlayer=player; + + int i=0,j=0; + int moves=0; // how many moves are the favourable ones + CubeBox::Player opponent=(player==CubeBox::One)?CubeBox::Two : CubeBox::One; + + // if more than one cube has the same rating this array is used to select + // one + coordinate* c2m=new coordinate[box.dim()*box.dim()]; + + // Array, which holds the assessment of the separate moves + double **worth=new double*[box.dim()]; + for(i=0;i<box.dim();i++) + worth[i]=new double[box.dim()]; + + // alle Werte auf kleinstm�glichen Wert setzen + double min=-pow(2.0,sizeof(long int)*8-1); // Maximum auf kleinst m�glichen Wert setzen + + for(i=0;i<box.dim();i++) + for(j=0;j<box.dim();j++) + { + worth[i][j]=min; + } + + + // find the favourable cubes to increase + moves=findCubes2Move(c2m,player,box); + + + // if only one cube is found, then don't check recursively the move + if(moves==1) + { +#ifdef DEBUG + cerr << "found only one favourable cube" << endl; +#endif + row=c2m[0].row; + column=c2m[0].column; + } + else + { +#ifdef DEBUG + cerr << "found more than one favourable cube: " << moves << endl; +#endif + for(i=0;i<moves;i++) + { + // if Thinking process stopped + if(stopped) + { +#ifdef DEBUG + cerr << "brain stopped" << endl; +#endif + active=false; + for(i=0;i<box.dim();i++) + delete[] worth[i]; + delete [] worth; + + delete [] c2m; + + return false; + } + +#ifdef DEBUG + cerr << "checking cube " << c2m[i].row << "," << c2m[i].column << endl; +#endif + // for every found possible move, simulate this move and store the assessment + worth[c2m[i].row][c2m[i].column]=doMove(c2m[i].row,c2m[i].column,player,box); + +#ifdef DEBUG + cerr << "cube " << c2m[i].row << "," << c2m[i].column << " : " << worth[c2m[i].row][c2m[i].column] << endl; +#endif + } + + + // find the maximum + double max=-1E99; // set max to minimum value + +#ifdef DEBUG + cerr << "searching for the maximum" << endl; +#endif + + for(i=0;i<moves;i++) + { + if(box[c2m[i].row][c2m[i].column]->owner()!=(Cube::Owner)opponent) + { + if(worth[c2m[i].row][c2m[i].column]>max ) + { + max=worth[c2m[i].row][c2m[i].column]; + } + } + } + +#ifdef DEBUG + cerr << "found Maximum : " << max << endl; +#endif + + // found maximum more than one time ? + int counter=0; + for(i=0;i<moves;i++) + { +#ifdef DEBUG + cerr << c2m[i].row << "," << c2m[i].column << " : " << worth[c2m[i].row][c2m[i].column] << endl; +#endif + if(worth[c2m[i].row][c2m[i].column]==max) + if(box[c2m[i].row][c2m[i].column]->owner() != (Cube::Owner)opponent) + { + c2m[counter].row=c2m[i].row; + c2m[counter].column=c2m[i].column; + counter++; + } + } + + assert(counter>0); + + + // if some moves are equal, choose a random one + if(counter>1) + { + +#ifdef DEBUG + cerr << "choosing a random cube: " << endl ; +#endif + counter=random.getLong(counter); + } + + row=c2m[counter].row; + column=c2m[counter].column; +#ifdef DEBUG + cerr << "cube: " << row << "," << column << endl; +#endif + } + + // clean up + for(i=0;i<box.dim();i++) + delete[] worth[i]; + delete [] worth; + + delete [] c2m; + + active=false; + + return true; +} + + + +double Brain::doMove(int row, int column, CubeBox::Player player , CubeBox box) +{ + double worth=0; + currentLevel++; // increase the current depth of recurse calls + + + // if the maximum depth isn't reached + if(currentLevel < maxLevel) + { + // test, if possible to increase this cube + if(!box.simulateMove(player,row,column)) + { + currentLevel--; + return 0; + } + + // if the player has won after simulating this move, return the assessment of the field + if(box.playerWon(player)) + { + currentLevel--; + + return (long int)pow((float)box.dim()*box.dim(),(maxLevel-currentLevel))*box.assessField(currentPlayer); + } + + + int i; + int moves=0; + // if more than one cube has the same rating this array is used to select + // one + coordinate* c2m=new coordinate[box.dim()*box.dim()]; + + // the next move has does the other player + player=(player==CubeBox::One)? CubeBox::Two : CubeBox::One; + + // find the favourable cubes to increase + moves=findCubes2Move(c2m,player,box); + + // if only one cube is found, then don't check recursively the move + if(moves==1) + { + box.simulateMove(player,c2m[0].row,c2m[0].column); + worth=(long int)pow((float)box.dim()*box.dim(),(maxLevel-currentLevel-1))*box.assessField(currentPlayer); + } + else + { + for(i=0;i<moves;i++) + { + kapp->processEvents(); + + // if thinking process stopped + if(stopped) + { + currentLevel--; + return 0; + } + + // simulate every possible move + worth+=doMove(c2m[i].row,c2m[i].column,player,box); + } + } + delete [] c2m; + currentLevel--; + return worth; + + } + else + { + // if maximum depth of recursive calls are reached, return the assessment + currentLevel--; + box.simulateMove(player,row,column); + + return box.assessField(currentPlayer); + } + +} + +int Brain::findCubes2Move(coordinate *c2m,CubeBox::Player player,CubeBox& box) +{ + int i,j; + int opponent=(player==CubeBox::One)? CubeBox::Two : CubeBox::One; + int moves=0; + int min=9999; + + if(_skill==Prefs::EnumSkill::Beginner) + { + int max=0; + for(i=0;i<box.dim();i++) + for(j=0;j<box.dim();j++) + { + if(box[i][j]->owner() != opponent) + { + c2m[moves].row=i; + c2m[moves].column=j; + c2m[moves].val=box[i][j]->value(); + + if(c2m[moves].val>max) + max=c2m[moves].val; + + moves++; + + } + } + + // find all moves with maximum value + int counter=0; + for(i=0;i<moves;i++) + { + if(c2m[i].val==max) + { + c2m[counter].row=c2m[i].row; + c2m[counter].column=c2m[i].column; + c2m[counter].val=c2m[i].val; + + counter++; + } + } + + if(counter!=0) + { + moves=counter; + } + } + else // if skill is not Beginner + { + int secondMin=min; + // put values on the cubes + for(i=0;i<box.dim();i++) + for(j=0;j<box.dim();j++) + { + // use only cubes, who don't belong to the opponent + if(box[i][j]->owner() != opponent) + { + int val; + + // check neighbours of every cube + val=assessCube(i,j,player,box); + + +#ifdef DEBUG + if(currentLevel==0) + cerr << i << "," << j << " : " << val << endl; +#endif + // only if val >= 0 its a favourable move + if( val > 0 ) + { + if(val<min) + { + secondMin=min; + min=val; + } + + // store coordinates + c2m[moves].row=i; + c2m[moves].column=j; + c2m[moves].val=val; + moves++; + } + } + } + + + // If all cubes are bad, check all cubes for the next move + if(moves==0) + { + min=4; + for(i=0;i<box.dim();i++) + for(j=0;j<box.dim();j++) + { + if(box[i][j]->owner() != opponent) + { + c2m[moves].row=i; + c2m[moves].column=j; + c2m[moves].val=( box[i][j]->max() - box[i][j]->value() ); + if(c2m[moves].val<min) + min=c2m[moves].val; + moves++; + } + } + } + + int counter=0; + // find all moves with minimum assessment + for(i=0;i<moves;i++) + { + if(c2m[i].val==min) + { + c2m[counter].row=c2m[i].row; + c2m[counter].column=c2m[i].column; + c2m[counter].val=c2m[i].val; + + counter++; + } + else if(_skill == Prefs::EnumSkill::Average) + { + if(c2m[i].val == secondMin) + { + c2m[counter].row=c2m[i].row; + c2m[counter].column=c2m[i].column; + c2m[counter].val=c2m[i].val; + + counter++; + } + } + } + + if(counter!=0) + { + moves=counter; + } + } + + int maxMoves=10; + // if more than maxMoves moves are favourable, take maxMoves random moves + // because it will take to much time if you check all + if(moves > maxMoves) + { + // find maxMoves random cubes to move with + coordinate* tempC2M=new coordinate[maxMoves]; + + coordinate tmp={-1,-1,0}; + for(i=0;i<maxMoves;i++) + tempC2M[i]=tmp; + + // this array takes the random chosen numbers, so that no + // number will be taken two times + int *results=new int[moves]; + for(i=0;i<moves;i++) + results[i]=0; + + for(i=0;i<maxMoves;i++) + { + int temp; + do + { + temp=random.getLong(moves); + } + while(results[temp]!=0); + + results[temp]=1; + + tempC2M[i].row=c2m[temp].row; + tempC2M[i].column=c2m[temp].column; + tempC2M[i].val=c2m[temp].val; + } + delete [] results; + + for(i=0;i<maxMoves;i++) + { + c2m[i].row=tempC2M[i].row; + c2m[i].column=tempC2M[i].column; + c2m[i].val=tempC2M[i].val; + } + delete [] tempC2M; + + moves=maxMoves; + } + + + return moves; + +} + + +int Brain::assessCube(int row,int column,CubeBox::Player player,CubeBox& box) const +{ + int diff; + + if(row==0) // first row + { + if(column == 0) // upper left corner + { + diff=getDiff(0,1,player,box) ; + int temp=getDiff(1,0,player,box); + if(temp < diff) + diff=temp; + } + else if(column == box.dim()-1) // upper right corner + { + diff=getDiff(0,column-1,player,box); + int temp=getDiff(1,column,player,box); + if(temp < diff) + diff=temp; + } + else + { + diff=getDiff(row,column-1,player,box); + int temp=getDiff(row,column+1,player,box); + if(temp < diff) + diff = temp; + temp=getDiff(row+1,column,player,box); + if(temp < diff) + diff = temp; + } + } + else if(row==box.dim()-1) // last row + { + if(column == 0) // lower left corner + { + diff=getDiff(row,1,player,box); + int temp=getDiff(row-1,0,player,box); + if(temp < diff) + diff=temp; + } + else if(column == box.dim()-1) // lower right corner + { + diff=getDiff(row,column-1,player,box); + int temp=getDiff(row-1,column,player,box); + if(temp < diff) + diff=temp; + } + else + { + diff=getDiff(row,column-1,player,box); + int temp=getDiff(row,column+1,player,box); + if(temp < diff) + diff = temp; + temp=getDiff(row-1,column,player,box); + if(temp < diff) + diff = temp; + } + } + else if(column == 0) // first column + { + diff = getDiff(row,1,player,box); + int temp = getDiff(row-1,0,player,box); + if(temp < diff) + diff = temp; + temp = getDiff(row+1,0,player,box); + if(temp < diff) + diff = temp; + } + else if(column == box.dim()-1) // last column + { + diff = getDiff(row,column-1,player,box); + int temp = getDiff(row-1,column,player,box); + if(temp < diff) + diff = temp; + temp = getDiff(row+1,column,player,box); + if(temp < diff) + diff = temp; + } + else + { + diff=getDiff(row-1,column,player,box); + int temp=getDiff(row+1,column,player,box); + if(temp < diff) + diff = temp; + temp=getDiff(row,column-1,player,box); + if(temp < diff) + diff = temp; + temp=getDiff(row,column+1,player,box); + if(temp < diff) + diff = temp; + } + + int temp; + temp=( box[row][column]->max()-box[row][column]->value() ); + + int val; + val=diff-temp+1; + val=val*(temp+1); + + return val; +} + + +int Brain::getDiff(int row,int column, CubeBox::Player player, CubeBox& box) const +{ + int diff; + + if(box[row][column]->owner() != (Cube::Owner)player) + { + diff=( box[row][column]->max() - box[row][column]->value() ); + } + else + { + diff=( box[row][column]->max() - box[row][column]->value()+1 ); + } + + return diff; +} + |