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87e1d4795b
But we don't need to sort them all the time, and in general we don't even need to keep all the rounds. This commit greatly improves the search performance by filtering the results in 3 different ways, depending on the context: - A limit to the number of results can be given (useful for the training mode). The kept results are the best ones, not the first ones found by the search. - When only the best round is needed (when the AI is playing with level 100, or when preparing the rack for an explosive game), we don't need to keep rounds with a lower score - When the AI has a level lower than 100, it is still possible to skip many rounds The search limit in training mode is configurable (defaulting to 100) and can be deactivated.
60 lines
2.2 KiB
C++
60 lines
2.2 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2005-2007 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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#ifndef _AI_PERCENT_H_
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#define _AI_PERCENT_H_
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#include "ai_player.h"
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#include "results.h"
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/**
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* This kind of AI is parameterized by a percentage p.
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* The computation consists in finding all the N possible rounds for the
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* current rack/board, and sorting the list.
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* The chosen round is the one with the smallest score at least equal to
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* p * best_score.
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* A percentage of 1 should always return the best round (i.e. the one with
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* the highest score), while a percentage of 0 should return the worst one.
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* This kind of AI will never change letters (unless it cannot play anything,
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* in which case it just passes without changing letters).
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*/
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class AIPercent: public AIPlayer
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{
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public:
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/// Constructor, taking the percentage (0.0 <= iPercent <= 1.0)
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AIPercent(float iPercent);
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virtual ~AIPercent();
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/**
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* This method does the actual computation. It will be called before any
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* of the following methods, so it must prepare everything for them.
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*/
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virtual void compute(const Dictionary &iDic, const Board &iBoard, bool iFirstWord);
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/// Return the move played by the AI
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virtual Move getMove() const;
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private:
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/// Container for all the found solutions
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Results *m_results;
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};
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#endif
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