/***************************************************************************** * Eliot * Copyright (C) 2005-2009 Olivier Teulière * Authors: Olivier Teulière * * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *****************************************************************************/ #ifndef _AI_PERCENT_H_ #define _AI_PERCENT_H_ #include "ai_player.h" #include "results.h" /** * This kind of AI is parameterized by a percentage p. * The computation consists in finding all the N possible rounds for the * current rack/board, and sorting the list. * The chosen round is the one with the smallest score at least equal to * p * best_score. * A percentage of 1 should always return the best round (i.e. the one with * the highest score), while a percentage of 0 should return the worst one. * This kind of AI will never change letters (unless it cannot play anything, * in which case it just passes without changing letters). */ class AIPercent: public AIPlayer { public: /// Constructor, taking the percentage (0.0 <= iPercent <= 1.0) AIPercent(float iPercent); virtual ~AIPercent(); /** * This method does the actual computation. It will be called before any * of the following methods, so it must prepare everything for them. */ virtual void compute(const Dictionary &iDic, const Board &iBoard, bool iFirstWord); /// Return the move played by the AI virtual Move getMove() const; private: /// Container for all the found solutions Results *m_results; }; #endif