eliot/game/ai_percent.h
Olivier Teulière 3c7a84d543 Support saving/loading games (any game type) in XML format.
Status:
It works well, but there are still a few details to improve/fix

More details about the changes:
 - New dependency on Arabica and Libxml2 to parse the XML
 - Loading the old format is still supported for this release, but won't be supported anymore in the next one
 - Games are now only saved in the new format
 - In training mode, the player is now created externally, like in the other modes
 - Avoid using GameIO (the one from game/) whenever possible
 - Do not use a FILE* argument anymore when loading a game
 - Throw and catch exceptions correctly when a game cannot be loaded or saved
 - The non-regression tests now use a new method to print the game history
2009-11-29 16:01:31 +00:00

63 lines
2.2 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2005-2009 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();
float getPercent() const { return m_percent; }
/**
* 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, const Board &iBoard, bool iFirstWord);
/// Return the move played by the AI
virtual Move getMove() const;
private:
float m_percent;
/// Container for all the found solutions
Results *m_results;
};
#endif