/***************************************************************************** * Copyright (C) 2004-2005 Eliot * Authors: Olivier Teuliere * * $Id: player.h,v 1.4 2005/02/12 18:54:57 ipkiss Exp $ * * 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. * * 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. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA *****************************************************************************/ #ifndef _PLAYER_H_ #define _PLAYER_H_ #include class Playedrack; class Round; class Board; typedef struct _Dictionary * Dictionary; class Player { public: Player(bool iHuman); virtual ~Player(); /************************** * General getters **************************/ // FIXME: we should have a const getter! const PlayedRack & getCurrentRack() const; const PlayedRack & getLastRack() const; const Round & getLastRound() const; void setCurrentRack(const PlayedRack &iPld); /************************** * Add (or remove, if the given value is negative) points * to the player's score. **************************/ void addPoints(int iPoints) { m_score += iPoints; } int getPoints() const { return m_score; } /************************** * **************************/ void endTurn(const Round &iRound, int iTurn); /************************** * AI (Artificial Intelligence) handling * The int argument of Player_ai_search() is the 'turn' number * (starting from 0) * Note: we could implement various strategies: * - best: play the word with the best score (current implementation) * - second: play the word with the second best score (strictly lower than * the best one) * - random: randomly choose one of the possible words * - handicap(p): in the array of the n possible words (sorted by * decreasing scores), play the word number i, where i/n is nearest * from a predefined percentage p. * So 'handicap(0)' should be equivalent to 'best'. * This strategy makes an interesting opponent, because you can adapt * it to your level, with a careful choice of the p value. * * In fact, instead of working on the score of the words, these strategies * could work on any other value. In particular, some heuristics could * modulate the score with a value indicating the openings offered by the * word (if a word makes accessible a "word counts triple" square, it is * less interesting than another word with the same score or even with a * slightly lower score, but which does not offer such a square). * * More evolved heuristics could even take into account the remaining * letters in the bag to guess the 'statistical rack' of the opponent, and * play a word both maximizing the score and minimizing the opponent's * score... * Hmmm... i don't think this one will be implemented in a near future :) **************************/ virtual bool isHuman() const { return m_human; } int aiSearch(const Dictionary &iDic, Board &iBoard, int turn); const Round & aiBestRound(); // XXX: useful? const Results & aiGetResults() const { return m_results; } void clearResults() { m_results.clear(); } private: // Is the player human or AI? bool m_human; // Score of the player int m_score; // History of the racks and rounds for the player vector m_playedRacks; vector m_rounds; vector m_turns; // Results of a search with the current round Results m_results; }; #endif