eliot/game/ai_percent.h
Olivier Teulière e7a8d01a8d Merged the "cppdic" branch back into HEAD.
There are too many change to list properly, here is an overview of the main changes:
 - the dictionary is now in C++
 - the dictionary has a new format, where it is possible to specify the letters,
   their points, their frequency, ... It is backwards compatible.
 - Eliot now supports non-ASCII characters everywhere
 - i18n of the compdic, listdic, regexpmain binaries
 - i18n of the wxWidgets interface (now in english by default)
2008-01-08 13:52:32 +00:00

69 lines
2.3 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2005-2007 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* 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(int iId, 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, Board &iBoard, bool iFirstWord);
/// Return the move played by the AI
virtual Move getMove() const;
private:
/// Percentage used for this player
float m_percent;
/// Container for all the found solutions
Results m_results;
};
#endif
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