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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 /kreversi/Engine.h | |
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 'kreversi/Engine.h')
-rw-r--r-- | kreversi/Engine.h | 245 |
1 files changed, 245 insertions, 0 deletions
diff --git a/kreversi/Engine.h b/kreversi/Engine.h new file mode 100644 index 00000000..a84be895 --- /dev/null +++ b/kreversi/Engine.h @@ -0,0 +1,245 @@ +/* Yo Emacs, this -*- C++ -*- + ******************************************************************* + ******************************************************************* + * + * + * KREVERSI + * + * + ******************************************************************* + * + * A Reversi (or sometimes called Othello) game + * + ******************************************************************* + * + * Created 1997 by Mario Weilguni <[email protected]>. This file + * is ported from Mats Luthman's <[email protected]> JAVA applet. + * Many thanks to Mr. Luthman who has allowed me to put this port + * under the GNU GPL. Without his wonderful game engine kreversi + * would be just another of those Reversi programs a five year old + * child could beat easily. But with it it's a worthy opponent! + * + * If you are interested on the JAVA applet of Mr. Luthman take a + * look at http://www.sylog.se/~mats/ + * + ******************************************************************* + * + * This file is part of the KDE project "KREVERSI" + * + * KREVERSI 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, or (at your option) + * any later version. + * + * KREVERSI 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 KREVERSI; see the file COPYING. If not, write to + * the Free Software Foundation, 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + ******************************************************************* + */ + +// The class Engine produces moves from a Game object through calls to the +// function ComputeMove(). +// +// First of all: this is meant to be a simple example of a game playing +// program. Not everything is done in the most clever way, particularly not +// the way the moves are searched, but it is hopefully made in a way that makes +// it easy to understand. The function ComputeMove2() that does all the work +// is actually not much more than a hundred lines. Much could be done to +// make the search faster though, I'm perfectly aware of that. Feel free +// to experiment. +// +// The method used to generate the moves is called minimax tree search with +// alpha-beta pruning to a fixed depth. In short this means that all possible +// moves a predefined number of moves ahead are either searched or refuted +// with a method called alpha-beta pruning. A more thorough explanation of +// this method could be found at the world wide web at http: +// //yoda.cis.temple.edu:8080/UGAIWWW/lectures96/search/minimax/alpha-beta.html +// at the time this was written. Searching for "minimax" would also point +// you to information on this subject. It is probably possible to understand +// this method by reading the source code though, it is not that complicated. +// +// At every leaf node at the search tree, the resulting position is evaluated. +// Two things are considered when evaluating a position: the number of pieces +// of each color and at which squares the pieces are located. Pieces at the +// corners are valuable and give a high value, and having pieces at squares +// next to a corner is not very good and they give a lower value. In the +// beginning of a game it is more important to have pieces on "good" squares, +// but towards the end the total number of pieces of each color is given a +// higher weight. Other things, like how many legal moves that can be made in a +// position, and the number of pieces that can never be turned would probably +// make the program stronger if they were considered in evaluating a position, +// but that would make things more complicated (this was meant to be very +// simple example) and would also slow down computation (considerably?). +// +// The member m_board[10][10]) holds the current position during the +// computation. It is initiated at the start of ComputeMove() and +// every move that is made during the search is made on this board. It should +// be noted that 1 to 8 is used for the actual board, but 0 and 9 can be +// used too (they are always empty). This is practical when turning pieces +// when moves are made on the board. Every piece that is put on the board +// or turned is saved in the stack m_squarestack (see class SquareStack) so +// every move can easily be reversed after the search in a node is completed. +// +// The member m_bc_board[][] holds board control values for each square +// and is initiated by a call to the function private void SetupBcBoard() +// from Engines constructor. It is used in evaluation of positions except +// when the game tree is searched all the way to the end of the game. +// +// The two members m_coord_bit[9][9] and m_neighbor_bits[9][9] are used to +// speed up the tree search. This goes against the principle of keeping things +// simple, but to understand the program you do not need to understand them +// at all. They are there to make it possible to throw away moves where +// the piece that is played is not adjacent to a piece of opposite color +// at an early stage (because they could never be legal). It should be +// pointed out that not all moves that pass this test are legal, there will +// just be fewer moves that have to be tested in a more time consuming way. +// +// There are also two other members that should be mentioned: Score m_score +// and Score m_bc_score. They hold the number of pieces of each color and +// the sum of the board control values for each color during the search +// (this is faster than counting at every leaf node). +// + +// The classes SquareStackEntry and SquareStack implement a +// stack that is used by Engine to store pieces that are turned during +// searching (see ComputeMove()). +// +// The class MoveAndValue is used by Engine to store all possible moves +// at the first level and the values that were calculated for them. +// This makes it possible to select a random move among those with equal +// or nearly equal value after the search is completed. + +#ifndef __ENGINE__H__ +#define __ENGINE__H__ + +#include "SuperEngine.h" +#include "Position.h" +#include "Game.h" +#include "Move.h" +#include "Score.h" +#include <qmemarray.h> +#include <sys/times.h> +#include <qbitarray.h> + + +// Class ULONG64 is used as a bitmap for the squares. + +#if defined(__GNUC__) +#define ULONG64 unsigned long long int +#else +class ULONG64 : public QBitArray { +public: + ULONG64(); + ULONG64( unsigned int ); + void shl(); +}; +#endif + + +// SquareStackEntry and SquareStack are used during search to keep +// track of turned pieces. + +class SquareStackEntry +{ +public: + SquareStackEntry(); + + void setXY(int x, int y); + +public: + int m_x; + int m_y; +}; + + +class SquareStack +{ +public: + SquareStack(); + SquareStack(int size); + + void resize(int size); + void init(int size); + SquareStackEntry Pop(); + void Push(int x, int y); + +private: + QMemArray<SquareStackEntry> m_squarestack; + int m_top; +}; + + +// Connect a move with its value. + +class MoveAndValue +{ +public: + MoveAndValue(); + MoveAndValue(int x, int y, int value); + + void setXYV(int x, int y, int value); + +public: + int m_x; + int m_y; + int m_value; +}; + + +// The real beef of this program: the engine that finds good moves for +// the computer player. +// +class Engine : public SuperEngine { +public: + Engine(int st, int sd); + Engine(int st); + Engine(); + + Move computeMove(Game *game, bool competitive); + +private: + Move ComputeFirstMove(Game *game); + int ComputeMove2(int xplay, int yplay, Color color, int level, + int cutoffval, + ULONG64 colorbits, ULONG64 opponentbits); + + int TryAllMoves(Color opponent, int level, int cutoffval, + ULONG64 opponentbits, ULONG64 colorbits); + + int EvaluatePosition(Color color); + void SetupBcBoard(); + void SetupBits(); + int CalcBcScore(Color color); + ULONG64 ComputeOccupiedBits(Color color); + + void yield(); + +private: + static const int LARGEINT; + static const int ILLEGAL_VALUE; + static const int BC_WEIGHT; + + Color m_board[10][10]; + int m_bc_board[9][9]; + Score m_score; + Score m_bc_score; + SquareStack m_squarestack; + + int m_depth; + int m_coeff; + int m_nodes_searched; + bool m_exhaustive; + bool m_competitive; + + ULONG64 m_coord_bit[9][9]; + ULONG64 m_neighbor_bits[9][9]; +}; + +#endif |