eliot/game/ai_percent.h
Olivier Teulière 52b7363888 Players are not created by the Game object anymore but by the user of the class.
This allows more flexibility, in particular to choose the type of player or its name.
2008-01-28 19:17:33 +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(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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