engine.h

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/* Yo Emacs, this -*- C++ -*- ******************************************************************* ******************************************************************* * * * KREVERSI * * ******************************************************************* * * A Reversi (or sometimes called Othello) game * ******************************************************************* * * Created 1997 by Mario Weilguni <mweilguni@sime.com>. This file  * is ported from Mats Luthman's <Mats.Luthman@sylog.se> 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, 59 Temple Place - Suite 330, * Boston, MA 02111-1307, 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 <sys/times.h>#include <valarray>#define ULONG64 unsigned long long intclass SquareStackEntry{public:  SquareStackEntry();  void setXY(int x, int y);public:  int m_x, 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:  valarray<SquareStackEntry> m_squarestack;  int m_top;};class MoveAndValue{public:  MoveAndValue();  MoveAndValue(int x, int y, int value);    void setXYV(int x, int y, int value);public:    int m_x, m_y, m_value;};class Engine : public SuperEngine {public:  Engine(int st, int sd);  Engine(int st);  Engine();  virtual ~Engine() {};  Move ComputeMove(Game g);  Move ComputeFirstMove(Game g);  int ComputeMove2(int xplay, int yplay, int player, int level,		   int cutoffval, ULONG64 playerbits, ULONG64 opponentbits);  int TryAllMoves(int opponent, int level, int cutoffval,		  ULONG64 opponentbits, ULONG64 playerbits);  int EvaluatePosition(int player);  void SetupBcBoard();  void SetupBits();  int CalcBcScore(int player);  ULONG64 ComputeOccupiedBits(int player);  void yield();private:  static const int LARGEINT;  static const int ILLEGAL_VALUE;  static const int BC_WEIGHT;  int  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;  ULONG64 m_coord_bit[9][9];  ULONG64 m_neighbor_bits[9][9];  long lastYield;};#endif

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