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authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
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Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
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+/* 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