📄 checkers.cxx
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//// "$Id: checkers.cxx,v 1.1.1.1 2003/08/07 21:18:42 jasonk Exp $"//// Checkers game for the Fast Light Tool Kit (FLTK).//// Hours of fun: the FLTK checkers game!// Based on a very old algorithim, but it still works!//// Copyright 1998-1999 by Bill Spitzak and others.//// This library is free software; you can redistribute it and/or// modify it under the terms of the GNU Library General Public// License as published by the Free Software Foundation; either// version 2 of the License, or (at your option) any later version.//// This library 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// Library General Public License for more details.//// You should have received a copy of the GNU Library General Public// License along with this library; if not, write to the Free Software// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307// USA.//// Please report all bugs and problems to "fltk-bugs@easysw.com".//const char* copyright = "Checkers game\n""Copyright (C) 1997 Bill Spitzak spitzak@d2.com\n""Original Pascal code:\n""Copyright 1978, Oregon Minicomputer Software, Inc.\n""2340 SW Canyon Road, Portland, Oregon 97201\n""Written by Steve Poulsen 18-Jan-79\n""\n""This program 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 of the License, or ""(at your option) any later version.\n""\n""This program 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.\n""\n""You should have received a copy of the GNU Library General Public ""License along with this library; if not, write to the Free Software ""Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 ""USA.";// Define FLTK to get the fltk interface// Define VT100 to get the VT100 interface// Define both to get a program that takes a -t switch#define FLTK//#define VT100#include <string.h>#include <stdlib.h>#include <stdio.h>#include <stdarg.h>#include <ctype.h>#include <time.h>////////////////////////////////////////////////////////////////// The algorithim:int maxevaluate=2500; // max number of moves to examine on a turnint maxnodes = 2500; // maximum number of nodes in search treeint maxply = 20; // maximum depth to look aheadchar forcejumps = 1; // is forced jumps rule in effect?// scoring parameters: (all divided by 5 from original code)// some signs seem to be backwards, marked them with (-) in commentconst int spiece = 800; // value of a piececonst int sking = 1200; // value of a kingconst int sadvan = 160; // value of mypieces/theirpieces-1// const int smobil = ? // moves *enemy* can make w/o being jumpedconst int sallpin = 80; // mobil == 0const int sdeny = 10; // moves enemy can make that will be jumpedconst int spin = 32; // enemy pieces that have no move except jumpedconst int sthreat = -10; // enemy pieces we can jump if not moved (-)const int sgrad = 1; // score of piece positionsconst int sback = 10; // back row occupied so enemy can't make kingconst int smoc2 = 200; // more mobility, more centerconst int smoc3 = -8; // less mobility, less centerconst int smoc4 = -80; // more mobility, less centerconst int smode2 = -14; // less mobility, less deniedconst int smode3 = -40; // more mobility, more denied (-)const int sdemmo = -20; // more denied, more moves (-)const int scent = 10; // pieces in centerconst int skcent = 100; // kings in centerconst int depthpenalty=4; // guessconst int noise=2; // values less or eq to this apart are eq// const int sattackking = 4; // not used// const int sattackpiece = 3;struct node { node *father; node *son; // best son node *brother; // next brother short int value; // value of this board position to player making move unsigned char from,to; // the move to reach this board long int jump; // bit map of locations jumped unsigned char mobil; unsigned char deny; unsigned char pin; unsigned char threat; short int gradient; unsigned who:1; // 0 = black's move, 1 = white's move unsigned king:1; // 1 = move causes piece to be kinged unsigned back:1; unsigned moc2:1; unsigned moc3:1; unsigned moc4:1; unsigned mode2:1; unsigned mode3:1; unsigned demmo:1;};int nodes; // count of nodes/* Board positions: Border positions: CWHITE 00 01 02 03 04 05 06 07 08 04 XX XX XX XX 09 10 11 12 XX XX XX XX 13 14 15 16 17 13 XX XX XX XX 18 19 20 21 XX XX XX XX 22 23 24 25 26 22 XX XX XX XX 27 28 29 30 XX XX XX XX 31 32 33 34 36 31 XX XX XX XX 36 37 38 39 XX XX XX XX 40 CBLACK 40 41 42 43 44*/typedef char piece;// Piece values so that CBLACK and CWHITE are bit flags:#define EMPTY 0#define CBLACK 1#define CWHITE 2#define KING 4#define BLACKKING 5#define WHITEKING 6#define CBLUE 8const piece flip[9] = { EMPTY, CWHITE, CBLACK, 0, 0, WHITEKING, BLACKKING, 0, CBLUE};const int offset[9][4] = { // legal move directions {0,0,0,0}, {-5,-4,0,0}, {4,5,0,0}, {0,0,0,0}, {0,0,0,0}, {4,5,-4,-5}, {4,5,-4,-5}, {0,0,0,0}, {0,0,0,0}};piece b[45]; // current board position being consideredint evaluated; // number of moves evaluated this turnchar centralsquares[45];char is_protected[45];piece flipboard[45]; // swapped if enemy is blackpiece *tb; // pointer to real or swapped board#define FRIEND CBLACK#define FRIENDKING BLACKKING#define ENEMY CWHITE#define ENEMYKING WHITEKINGchar check(int target,int direction) { // see if enemy at target can be jumped from direction by our piece int dst = target-direction; if (tb[dst]) return(0); int src = target+direction; if (tb[src] == FRIENDKING); else if (direction < 0 || tb[src] != FRIEND) return(0); piece a = tb[target]; piece b = tb[src]; tb[target] = EMPTY; tb[src] = EMPTY; int safe = (tb[src-4]&FRIEND && tb[src-8]&ENEMY ||tb[src-5]&FRIEND && tb[src-10]&ENEMY ||tb[dst-4]&ENEMY && !tb[dst+4] ||tb[dst-5]&ENEMY && !tb[dst+5] ||tb[src+4]&FRIEND && tb[src+8]==ENEMYKING ||tb[src+5]&FRIEND && tb[src+10]==ENEMYKING ||tb[dst+4]==ENEMYKING && !tb[dst-4] ||tb[dst+5]==ENEMYKING && !tb[dst-5]); tb[target] = a; tb[src] = b; return(safe);}int deniedmoves,undeniedmoves;void analyzemove(int direction,int src) { int target = src+direction; if (!tb[target]) { if (!tb[target+direction]) is_protected[target] = 1; piece a = tb[src]; tb[src] = EMPTY; if (check(target,4) || check(target,5) || check(target,-4) || check(target,-5) || (tb[src+4]&ENEMY && check(src+4,4)) || (tb[src+5]&ENEMY && check(src+5,5)) || (tb[src-4]&ENEMY && check(src-4,-4)) || (tb[src-5]&ENEMY && check(src-5,-5))) deniedmoves++; else undeniedmoves++; tb[src] = a; }}void evaluateboard(node *n,int print) { if (!n->who) tb = b; // move was black's else { for (int i=0; i<45; i++) flipboard[44-i] = flip[b[i]]; tb = flipboard; } memset(is_protected,0,sizeof(is_protected)); int friendpieces = 0; int enemypieces = 0; int friendkings = 0; int enemykings = 0; int friendkcent = 0; int friendcent = 0; int enemykcent = 0; int enemycent = 0; n->mobil = n->deny = n->pin = n->threat = 0; int i; for (i=5; i<40; i++) switch(tb[i]) { case ENEMYKING: enemykings++; enemykcent += centralsquares[i]; deniedmoves = 0; undeniedmoves = 0; if (i>8) { analyzemove(-4,i); analyzemove(-5,i); } goto J1; case ENEMY: deniedmoves = 0; undeniedmoves = 0; J1: enemypieces++; enemycent += centralsquares[i]; if (i<36) { analyzemove(4,i); analyzemove(5,i); } if (deniedmoves && !undeniedmoves) n->pin++; n->deny += deniedmoves; n->mobil += undeniedmoves; break; case FRIENDKING: friendkings++; friendkcent += centralsquares[i]; if (tb[i+4]&ENEMY && !tb[i+8] && !(tb[i+4]==ENEMYKING && !tb[i-4])) n->threat++; if (tb[i+5]&ENEMY && !tb[i+10] && !(tb[i+5]==ENEMYKING && !tb[i-5])) n->threat++; case FRIEND: friendpieces++; friendcent += centralsquares[i]; if (tb[i-4]&ENEMY && !tb[i-8] && tb[i+4]) n->threat++; if (tb[i-5]&ENEMY && !tb[i-10] && tb[i+5]) n->threat++; break; } int gradient[40]; for (i=4; i<9; i++) gradient[i] = tb[i] ? 0 : 32; int total = 0; for (i=9; i<40; i++) { int x = (gradient[i-4]+gradient[i-5])/2; if (tb[i]==FRIEND) total += x; gradient[i] = (tb[i]&FRIEND || !tb[i] && !is_protected[i]) ? x : 0; } n->gradient = total; n->back = tb[39]==FRIEND && tb[37]==FRIEND && !enemykings; node* f = n->father; n->moc2 = f->mobil>n->mobil && friendcent>enemycent; n->moc3 = f->mobil<=n->mobil && friendcent<enemycent; n->moc4 = f->mobil>n->mobil && friendcent<enemycent; n->mode2 = f->mobil<=n->mobil && n->deny<f->deny; n->mode3 = f->mobil>n->mobil && n->deny>f->deny; n->demmo = n->deny>f->deny && f->deny+f->mobil>n->deny+n->mobil; total = spiece * (friendpieces - enemypieces) + (sking-spiece) * (friendkings - enemykings) + // mobil? sdeny * (n->deny - f->deny) + spin * (n->pin - f->pin) + sthreat * (n->threat - f->threat) + sgrad * (n->gradient - f->gradient) + sback * (n->back - f->back) + smoc2 * (n->moc2 - f->moc2) + smoc3 * (n->moc3 - f->moc3) + smoc4 * (n->moc4 - f->moc4) + smode2 * (n->mode2 - f->mode2) + smode3 * (n->mode3 - f->mode3) + sdemmo * (n->demmo - f->demmo) + scent * (friendcent - enemycent) + (skcent-scent) * (friendkcent - enemykcent); if (!n->mobil) total += sallpin; if (!enemypieces) total = 30000; else if (friendpieces > enemypieces) total += (sadvan*friendpieces)/enemypieces-sadvan; else total -= (sadvan*enemypieces)/friendpieces-sadvan; if (print) { printf("\tParent\tNew\tScore\n"); printf("pieces\t%d\t%d\t%d\n",enemypieces,friendpieces, spiece*(friendpieces-enemypieces)); printf("kings\t%d\t%d\t%d\n",enemykings,friendkings, (sking-spiece)*(friendkings-enemykings)); printf("mobil\t%d\t%d\n",f->mobil,n->mobil); printf("deny\t%d\t%d\t%d\n",f->deny,n->deny,sdeny*(n->deny-f->deny)); printf("pin\t%d\t%d\t%d\n",f->pin,n->pin,spin*(n->pin-f->pin)); printf("threat\t%d\t%d\t%d\n",f->threat,n->threat,sthreat*(n->threat-f->threat)); printf("grad\t%d\t%d\t%d\n",f->gradient,n->gradient,sgrad*(n->gradient-f->gradient)); printf("back\t%d\t%d\t%d\n",f->back,n->back,sback*(n->back-f->back)); printf("moc2\t%d\t%d\t%d\n",f->moc2,n->moc2,smoc2*(n->moc2-f->moc2)); printf("moc3\t%d\t%d\t%d\n",f->moc3,n->moc3,smoc3*(n->moc3-f->moc3)); printf("moc4\t%d\t%d\t%d\n",f->moc4,n->moc4,smoc4*(n->moc4-f->moc4)); printf("mode2\t%d\t%d\t%d\n",f->mode2,n->mode2,smode2*(n->mode2-f->mode2)); printf("mode3\t%d\t%d\t%d\n",f->mode3,n->mode3,smode3*(n->mode3-f->mode3)); printf("demmo\t%d\t%d\t%d\n",f->demmo,n->demmo,sdemmo*(n->demmo-f->demmo)); printf("cent\t%d\t%d\t%dn",enemycent,friendcent,scent*(friendcent-enemycent)); printf("kcent\t%d\t%d\t%d\n",enemykcent,friendkcent,skcent*(friendkcent-enemykcent)); printf("total:\t\t\t%d\n",total); } else { n->value = total; evaluated++; }} // end of evaluateboard// --------------------- Tree management -----------------node *freelist;node *newnode(void) { node *n; if (freelist) { n = freelist; freelist = n->brother; } else n = (node *)malloc(sizeof(node)); memset(n,0,sizeof(node)); nodes++; return(n);}void extract(node *n) { node* i = n->father; if (i) { node* j = i->son; if (j==n) i->son = n->brother; else while (j) { i = j; j = j->brother; if (j==n) {i->brother = n->brother; break;} } } n->brother = 0;}void killnode(node *x) { if (!x) return; node *y; for (y = x; ; y = y->brother) { nodes--; killnode(y->son); y->son = 0; if (!y->brother) break; } y->brother = freelist; freelist = x;}int seed; // current random numbervoid insert(node *n) { int val = n->value; node **pp; for (pp = &(n->father->son); *pp; pp = &((*pp)->brother)) { int val1 = (*pp)->value; if (abs(val-val1) <= noise) { seed = (seed*13077+5051)%0100000; if ((seed & 070) >= 060) break; } else if (val > val1) break; } n->brother = *pp; *pp = n;}// --------------------------------------------------------------void movepiece(node* f, int i, node* jnode) { static char jumphappened; for (int k=0; k<4; k++) { int direction = offset[b[i]][k]; if (!direction) break; int j = i+direction; if (b[j] == EMPTY) { if (!jnode && (!forcejumps || !f->son || !f->son->jump)) { node* n = newnode(); n->father = f; n->who = !f->who; n->from = i; n->to = j; piece oldpiece = b[i]; b[i] = EMPTY; if (!(oldpiece&KING) && n->who ? (j>=36) : (j<=8)) { n->king = 1; b[j] = oldpiece|KING; } else b[j] = oldpiece; evaluateboard(n,0); insert(n); b[i] = oldpiece; b[j] = EMPTY; } } else if (((b[j]^b[i])&(CWHITE|CBLACK))==(CWHITE|CBLACK) && !b[j+direction]) { if (forcejumps && f->son && !f->son->jump) { killnode(f->son); f->son = 0; } int jumploc = j; j += direction; node* n = newnode(); n->father = f; n->who = !f->who; n->from = i; n->to = j; n->jump = (1<<(jumploc-10)); piece oldpiece = b[i]; b[i] = EMPTY; if (!(oldpiece&KING) && n->who ? (j>=36) : (j<=8)) { n->king = 1; b[j] = oldpiece|KING; } else b[j] = oldpiece; if (jnode) { n->from = jnode->from;
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