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Diffstat (limited to 'kreversi/SuperEngine.h')
-rw-r--r-- | kreversi/SuperEngine.h | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/kreversi/SuperEngine.h b/kreversi/SuperEngine.h new file mode 100644 index 00000000..d3faf6a9 --- /dev/null +++ b/kreversi/SuperEngine.h @@ -0,0 +1,142 @@ +/* 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 SuperEngine is a super class for engines that produce moves. +// It implements functionality that move engines have in common, which is +// useful if you want to use several different engines in the same program +// (for instance when you are test playing different strategies against each +// other). +// +// SuperEngine implements: +// +// Random number handling (engines should not play exactly the same games +// repeatedly). +// +// Setting playing strength level. +// +// Functionality for telling the engine to interrupt calculation. +// + +// Public and protected functions: + +// public SuperEngine(int st) +// Creates an engine playing at level st. All integers greater than 0 +// should be possible levels. There need not be any actual difference in +// playing strength between levels, but if there is, higher number should +// mean greater playing strength. + +// public SuperEngine(int st, int sd) +// The same as above, but uses sd as the seed for the random generator. +// This means that the engine always behaves in exactly the same way +// (practical when testing). + +// public synchronized final void SetInterrupt(boolean intr) +// This function could be called when ComputeMove() (see below) is +// executing. It tells the engine to interrupt calculation as +// soon as possible and return null from ComputeMove(). + +// protected synchronized final boolean GetInterrupt() +// Returns true when SetInterrupt() has been called. Should be called +// with short intervals from ComputeMove(). + +// public void SetStrength(int st) +// Sets playing strength level. + +// public int GetStrength() +// Gets playing strength level. + +// public void SetSeed(int sd) +// Changes the random seed. + +// public abstract Move ComputeMove(Game g) +// This function should produce a move. If SetInterrupt() is called +// during its execution it should return null as soon as possible. + +// Protected members: + +// protected int m_strength +// Is set and read by SetStrength() and GetStrength(). + +// protected Random m_random +// Could (and should in a good engine) be used to prevent the engine from +// repeating itself, always playing the same moves in the same positions. +// If this is not done, winning once would make it possible to play the +// same moves and win every time against the program. + +#ifndef __SUPERENGINE__H__ +#define __SUPERENGINE__H__ + +#include "Game.h" + +#include <krandomsequence.h> + +class SuperEngine { +public: + SuperEngine(int st); + SuperEngine(int st, int sd); + virtual ~SuperEngine() {} + + void setInterrupt(bool intr) { m_interrupt = intr; } + bool interrupted() const { return m_interrupt; } + + enum Strength { MinStrength = 1, MaxStrength = 7, + NbStrengths = MaxStrength }; + void setStrength(uint st) { m_strength = st; } + uint strength() const { return m_strength; } + + void setSeed(int sd); + + virtual Move computeMove(Game *game, bool competitive) = 0; + +protected: + uint m_strength; + KRandomSequence m_random; + +private: + bool m_interrupt; +}; + +#endif |