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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 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