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143 lines
4.8 KiB
143 lines
4.8 KiB
/*
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*******************************************************************
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*******************************************************************
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*
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*
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* KREVERSI
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*
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*
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*******************************************************************
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*
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* A Reversi (or sometimes called Othello) game
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*
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*******************************************************************
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*
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* Created 1997 by Mario Weilguni <mweilguni@sime.com>. This file
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* is ported from Mats Luthman's <Mats.Luthman@sylog.se> JAVA applet.
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* Many thanks to Mr. Luthman who has allowed me to put this port
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* under the GNU GPL. Without his wonderful game engine kreversi
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* would be just another of those Reversi programs a five year old
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* child could beat easily. But with it it's a worthy opponent!
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*
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* If you are interested on the JAVA applet of Mr. Luthman take a
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* look at http://www.sylog.se/~mats/
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*
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*******************************************************************
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*
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* This file is part of the KDE project "KREVERSI"
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*
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* KREVERSI is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* KREVERSI is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with KREVERSI; see the file COPYING. If not, write to
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* the Free Software Foundation, 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*
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*******************************************************************
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*/
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// The class SuperEngine is a super class for engines that produce moves.
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// It implements functionality that move engines have in common, which is
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// useful if you want to use several different engines in the same program
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// (for instance when you are test playing different strategies against each
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// other).
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//
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// SuperEngine implements:
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//
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// Random number handling (engines should not play exactly the same games
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// repeatedly).
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//
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// Setting playing strength level.
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//
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// Functionality for telling the engine to interrupt calculation.
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//
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// Public and protected functions:
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// public SuperEngine(int st)
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// Creates an engine playing at level st. All integers greater than 0
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// should be possible levels. There need not be any actual difference in
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// playing strength between levels, but if there is, higher number should
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// mean greater playing strength.
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// public SuperEngine(int st, int sd)
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// The same as above, but uses sd as the seed for the random generator.
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// This means that the engine always behaves in exactly the same way
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// (practical when testing).
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// public synchronized final void SetInterrupt(boolean intr)
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// This function could be called when ComputeMove() (see below) is
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// executing. It tells the engine to interrupt calculation as
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// soon as possible and return null from ComputeMove().
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// protected synchronized final boolean GetInterrupt()
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// Returns true when SetInterrupt() has been called. Should be called
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// with short intervals from ComputeMove().
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// public void SetStrength(int st)
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// Sets playing strength level.
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// public int GetStrength()
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// Gets playing strength level.
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// public void SetSeed(int sd)
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// Changes the random seed.
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// public abstract Move ComputeMove(Game g)
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// This function should produce a move. If SetInterrupt() is called
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// during its execution it should return null as soon as possible.
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// Protected members:
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// protected int m_strength
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// Is set and read by SetStrength() and GetStrength().
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// protected Random m_random
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// Could (and should in a good engine) be used to prevent the engine from
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// repeating itself, always playing the same moves in the same positions.
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// If this is not done, winning once would make it possible to play the
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// same moves and win every time against the program.
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#ifndef __SUPERENGINE__H__
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#define __SUPERENGINE__H__
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#include "Game.h"
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#include <krandomsequence.h>
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class SuperEngine {
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public:
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SuperEngine(int st);
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SuperEngine(int st, int sd);
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virtual ~SuperEngine() {}
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void setInterrupt(bool intr) { m_interrupt = intr; }
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bool interrupted() const { return m_interrupt; }
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enum Strength { MinStrength = 1, MaxStrength = 7,
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NbStrengths = MaxStrength };
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void setStrength(uint st) { m_strength = st; }
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uint strength() const { return m_strength; }
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void setSeed(int sd);
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virtual Move computeMove(Game *game, bool competitive) = 0;
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protected:
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uint m_strength;
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KRandomSequence m_random;
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private:
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bool m_interrupt;
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};
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#endif
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