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The best move has the highest possible score, but it is also the one leading to the most interesting game. This is a subjective notion, but some heuristics can help, such as: - a move sparing a blank is better than one using it - a move with many prefixes and suffixes is better than one without extensions - a move "opening" the game is better than one blocking it - a move leaving a nice rack is better than one leaving "bad" letters At the moment, only the first heuristic is implemented.
81 lines
2.1 KiB
C++
81 lines
2.1 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2005-2012 Olivier Teulière
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* Authors: Olivier Teulière <ipkiss @@ gmail.com>
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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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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include "tile.h"
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#include "rack.h"
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#include "pldrack.h"
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#include "round.h"
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#include "move.h"
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#include "results.h"
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#include "board.h"
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#include "ai_percent.h"
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INIT_LOGGER(game, AIPercent);
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AIPercent::AIPercent(float iPercent)
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{
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if (iPercent < 0)
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iPercent = 0;
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if (iPercent > 1)
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iPercent = 1;
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m_percent = iPercent;
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// Use BestResults to be slightly faster when the percentage is 100%
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if (iPercent == 1)
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m_results = new BestResults;
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else
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m_results = new PercentResults(iPercent);
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}
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AIPercent::~AIPercent()
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{
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delete m_results;
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}
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void AIPercent::compute(const Dictionary &iDic, const Board &iBoard, bool iFirstWord)
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{
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m_results->clear();
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const Rack &rack = getCurrentRack().getRack();
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m_results->search(iDic, iBoard, rack, iFirstWord);
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}
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Move AIPercent::getMove() const
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{
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if (m_results->isEmpty())
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{
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// If there is no result, pass the turn.
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// FIXME: in duplicate mode, we should return a move of type NO_MOVE
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// instead of one of type PASS
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return Move(L"");
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}
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else
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{
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// TODO: use MoveSelector to select a correct move
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return Move(m_results->get(0));
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}
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}
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