eliot/game/ai_player.h

91 lines
3.7 KiB
C++

/*****************************************************************************
* Copyright (C) 2005 Eliot
* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
*
* 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_PLAYER_H_
#define _AI_PLAYER_H_
#include "player.h"
class Round;
class Board;
class Tile;
typedef struct _Dictionary * Dictionary;
/**
* This class is a pure interface, that must be implemented by all the AI
* (Artificial Intelligence) players
*
* Note: we could implement various strategies (some of which are already
* implemented):
* - best: play the word with the best score (current default implementation)
* - second: play the word with the second best score (strictly lower than
* the best one)
* - random: randomly choose one of the possible words
* - handicap(p): in the array of the n possible words (sorted by
* decreasing scores), play the word number i, where i/n is nearest
* from a predefined percentage p.
* So 'handicap(0)' should be equivalent to 'best'.
* This strategy should make an interesting opponent, because you can
* adapt it to your level, with a careful choice of the p value.
*
* In fact, instead of working on the score of the words, these strategies
* could work on any other value. In particular, some heuristics could
* modulate the score with a value indicating the openings offered by the
* word (if a word makes accessible a "word counts triple" square, it is
* less interesting than another word with the same score or even with a
* slightly lower score, but which does not offer such a square).
*
* More evolved heuristics could even take into account the remaining
* letters in the bag to guess the 'statistical rack' of the opponent, and
* play a word both maximizing the score and minimizing the opponent's
* score...
* Hmmm... i don't think this one will be implemented in a near future :)
**************************/
class AIPlayer: public Player
{
public:
virtual ~AIPlayer() {}
/// No human here. Trespassers will be shot!
virtual bool isHuman() const { return false; }
/**
* 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, int turn) = 0;
/**
* Return true when the AI wants to change letters instead of playing a
* word.
* Should return false in duplicate mode, as it is not allowed to change
* letters.
*/
virtual bool changesLetters() const = 0;
/// Return the round played by the AI (if changesLetters() returns false)
virtual const Round & getChosenRound() const = 0;
/// Get the letters to change (if changesLetters() returns true)
virtual vector<Tile> getChangedLetters() const = 0;
protected:
/// This class is a pure interface, forbid any direct instanciation
AIPlayer(int iId): Player(iId) {}
};
#endif