2005-02-17 21:01:59 +01:00
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/*****************************************************************************
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* Copyright (C) 2005 Eliot
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* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
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*
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* This program 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 of the License, or
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* (at your option) any later version.
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*
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* This program 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 this program; if not, write to the Free Software
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2005-10-23 16:53:42 +02:00
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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2005-02-17 21:01:59 +01:00
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*****************************************************************************/
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#ifndef _AI_PERCENT_H_
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#define _AI_PERCENT_H_
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#include "ai_player.h"
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#include "results.h"
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2005-03-27 19:30:48 +02:00
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/**
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2005-02-17 21:01:59 +01:00
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* This kind of AI is parameterized by a percentage p.
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* The computation consists in finding all the N possible rounds for the
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* current rack/board, and sorting the list.
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* The chosen round is the n'th element of the sorted list, such that n/N
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* is closest to the percentage p.
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* A percentage of 0 should always return the best round (i.e. the one with
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* the highest score), while a percentage of 1 should return the worst one.
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* This kind of AI will never change letters (unless it cannot play anything,
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2005-03-27 19:30:48 +02:00
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* in which case it just passes without changing letters).
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2005-02-17 21:01:59 +01:00
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*/
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class AIPercent: public AIPlayer
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{
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public:
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/// Constructor, taking the percentage (0.0 <= iPercent <= 1.0)
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2005-11-06 18:13:45 +01:00
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AIPercent(int iId, float iPercent);
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2005-02-17 21:01:59 +01:00
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virtual ~AIPercent() {}
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2005-03-27 19:30:48 +02:00
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/**
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* This method does the actual computation. It will be called before any
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* of the following methods, so it must prepare everything for them.
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*/
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virtual void compute(const Dictionary &iDic, Board &iBoard, int turn);
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/// Return true when the AI wants to change letters instead of playing a word
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virtual bool changesLetters() const;
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/// Return the round played by the AI (if changesLetters() returns false)
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virtual const Round & getChosenRound() const;
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/// Get the letters to change (if changesLetters() returns true)
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virtual vector<Tile> getChangedLetters() const;
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private:
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/// Percentage used for this player
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float m_percent;
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2005-03-27 19:30:48 +02:00
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/// Container for all the found solutions
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Results m_results;
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};
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#endif
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2006-01-01 20:49:35 +01:00
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/// Local Variables:
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/// mode: c++
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/// mode: hs-minor
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/// c-basic-offset: 4
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/// indent-tabs-mode: nil
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/// End:
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