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📄 virtualplayer.c

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/* Code for exercise 15.3. |  | "C++ Solutions--Companion to The C++ Programming Language, Third Edition" | by David Vandevoorde; Addison-Wesley 1998; ISBN 0-201-30965-3. | | Permission to use, copy, modify, distribute and sell this software | and its documentation for any purpose is hereby granted without fee. | The author makes no representations about the suitability of this | software for any purpose.  It is provided "as is" without express or | implied warranty. `----------------------------------------------------------------------*/#include "VirtualPlayer.H"#include <limits>void VirtualPlayer::get_move(Board const &board,                             int &row, int &col) {   int best = std::numeric_limits<int>::min(),       worst = std::numeric_limits<int>::max();   row = col = 0;   for (int r = 1; r!=Board::kNRows+1; ++r)      for (int c = 1; c!=Board::kNCols+1; ++c)         if (board.valid_move(color_, r, c)) {            int score = eval_self(board, r, c,                                  best, worst, 1);            if (score>=best) {               best = score;               row = r; col = c;            }         }}int VirtualPlayer::eval_self(Board const &board,                             int row, int col,                             int best, int worst, int d) {   if (d==maxdepth_) // Maximum depth of exploration?      return value_of(board);   Board copy(board);   if (row>0)      copy.move(color_, row, col);   bool move_result = kUnsuccessful;   for (int r = 1; r!=Board::kNRows+1; ++r)      for (int c = 1; c!=Board::kNCols+1; ++c)         if (copy.valid_move(opponent_of(color_), r, c)) {            move_result = kSuccessful;            int score = eval_opponent(copy, r, c,                                      best, worst, d+1);            if (score<=best) // This won't get any better:               return score; // "prune" this branch now.            if (score<worst)               worst = score;         }   if (move_result==kSuccessful)      return worst;   else // The opponent had no valid response      if (copy.get_possible_move(color_, row, col)               ==kSuccessful)         return eval_opponent(copy, 0, 0, best, worst, d+1);      else // We reached an end-of-game situation         return eval_end_of_game(copy);}int VirtualPlayer::eval_opponent(Board const &board,                                 int row, int col,                                 int best, int worst, int d){   if (d==maxdepth_) // Maximum depth of exploration reached?      return value_of(board);   Board copy(board);   if (row>0) // Row==0 when we have no valid move      copy.move(opponent_of(color_), row, col);   bool move_result = kUnsuccessful;   // Explore own possible responses:   for (int r = 1; r!=Board::kNRows+1; ++r)      for (int c = 1; c!=Board::kNCols+1; ++c)         if (copy.valid_move(color_, r, c)) {            move_result = kSuccessful;            int score = eval_self(copy, r, c,                                  best, worst, d+1);            if (score>=worst) // This won't get any better:               return score;  // "prune" this branch now.            if (score>best)               best = score;         }   if (move_result==kSuccessful)      return best;   else // We have no valid response      if (copy.get_possible_move(opponent_of(color_),                                 row, col)==kSuccessful)         return eval_self(copy, 0, 0, best, worst, d+1);      else // We reached an end-of-game situation         return eval_end_of_game(copy);}int VirtualPlayer::eval_end_of_game(Board const &board) {   if (board.score(color_)          >board.score(opponent_of(color_)))      return std::numeric_limits<int>::max()-1;   if (board.score(color_)          >board.score(opponent_of(color_)))      return std::numeric_limits<int>::min()+1;   else      return 0; // The value of a tie could be biased}               // if desired.namespace { // unnamed namespace   int corner_value(Color player, Color corner,                    Color p1, Color p2, Color p3) {      Color opp = opponent_of(player);      if (corner==player)         return 30;      if (corner==opp)         return -30;      int value = 0;      if ((p1==player) || (p2==player) || (p3==player))         value -= 30;      if ((p1==opp) || (p2==opp) || (p3==opp))         value += 30;      return value;   }} // end unnamed namespaceint VirtualPlayer::value_of(Board const &s) {   Color opponent = opponent_of(color_);   // First component: material advantage   int value = s.score(color_)-s.score(opponent);   // Second component: corner positions   int t = 1, l = 1, r = Board::kNCols, b = Board::kNRows;   value += corner_value(color_, s(t, l),                         s(t+1, l), s(t, l+1), s(t+1, l+1));   value += corner_value(color_, s(t, r),                         s(t+1, r), s(t, r-1), s(t+1, r-1));   value += corner_value(color_, s(b, r),                         s(b-1, r), s(b, r-1), s(b-1, r-1));   value += corner_value(color_, s(b, l),                         s(b-1, l), s(b, l+1), s(b-1, l+1));   return value;}

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