eliot/game/ai_percent.h
Olivier Teulière 82547c5f66 - Better handling of the players with inheritance and with a clean interface
for the AI players
 - Moved the search results accessors from Game to Training
2005-02-17 20:01:59 +00:00

64 lines
2.5 KiB
C++

/*****************************************************************************
* Copyright (C) 2005 Eliot
* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
*
* $Id: ai_percent.h,v 1.1 2005/02/17 20:01:59 ipkiss Exp $
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 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 n'th element of the sorted list, such that n/N
* is closest to the percentage p.
* A percentage of 0 should always return the best round (i.e. the one with
* the highest score), while a percentage of 1 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 chaning letters).
*/
class AIPercent: public AIPlayer
{
public:
// Constructor, taking the percentage (0.0 <= iPercent <= 100.0)
AIPercent(float iPercent);
virtual ~AIPercent() {}
// This method does the actual computation, you need to call it before
// using any of the other methods
virtual void compute(const Dictionary &iDic, Board &iBoard, int turn);
// Return true when the AI wants to change letters instead of playing a word
virtual bool changesLetters() const;
// Return the round played by the AI (if changesLetters() returns false)
virtual const Round & getChosenRound() const;
// Get the letters to change (if changesLetters() returns true)
virtual vector<Tile> getChangedLetters() const;
private:
// Percentage used for this player
float m_percent;
// Container for all the found solutions
Results m_results;
};
#endif