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[/] [connect-6/] [trunk/] [CONNECT6_CMDLINE/] [connect6_golden.cpp] - Blame information for rev 5

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1 5 sumanta.ch
/*
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    connect6.cpp
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    June 9, 2011
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    This file contains the game AI
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    By Kevin Nam
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*/
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#include <time.h>
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#include <stdlib.h>
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#include "util.h"
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#include "connect6.h"
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// Subtract this many points for moves at the edges.
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#define EDGEPENALTY 5
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using namespace std;
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/*  The cost function simply counts all of the consecutive stones of same colour in
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    every direction from the spot for which the points is being calculated.
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    Ex:
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      .DDLL
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      .DLDD
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      DXDDD
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      ...D.
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    Above, X is the spot being calculated.
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    The points would be 2 (above) + 2(topright) + 3(right) + 1 (left) = 8.
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    It treats opponent's stones and own stones with equal weighting.
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    Return 0 if the spot y,x is already taken, else return the calculated value
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*/
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static int calculatepoints_golden(char board[][19], int y, int x, char colour){
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    int pts = 0, tempx = x, tempy = y, tcount = 0,bcount = 0;
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    int lcount = 0,rcount = 0,trcount = 0,tlcount = 0,brcount = 0,blcount = 0;
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    char tcolour = 0,bcolour = 0,lcolour = 0,rcolour = 0,tlcolour = 0,trcolour = 0,brcolour = 0,blcolour = 0;
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    if (board[y][x] != 0)
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        return 0;
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    // scan column above
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    if (y > 0){
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        tempy = y-1;
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        tempx = x;
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        tcolour = board[tempy][tempx];
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        while (1){
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            if (board[tempy][tempx] != tcolour || board[tempy][tempx] == 0) break;
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            tcount++;
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            if (tempy == 0) break;
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            tempy--;
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        }
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    }
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    // scan column below
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    if (y < 18){
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        tempy = y+1;
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        tempx = x;
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        bcolour = board[tempy][tempx];
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        while (1){
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            if (board[tempy][tempx] != bcolour || board[tempy][tempx] == 0) break;
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            bcount++;
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            if (tempy == 18) break;
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            tempy++;
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        }
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    }
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    // scan row to left
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    if (x > 0){
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        tempy = y;
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        tempx = x-1;
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        lcolour = board[tempy][tempx];
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        while (1){
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            if (board[tempy][tempx] != lcolour || board[tempy][tempx] == 0) break;
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            lcount++;
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            if (tempx == 0) break;
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            tempx--;
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        }
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    }
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    // scan row to right
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    if (x < 18){
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        tempy = y;
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        tempx = x+1;
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        rcolour = board[tempy][tempx];
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        while (1){
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            if (board[tempy][tempx] != rcolour || board[tempy][tempx] == 0) break;
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            rcount++;
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            if (tempx == 18) break;
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            tempx++;
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        }
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    }
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    // scan diagonal topleft
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    if (x > 0 && y > 0){
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        tempy = y-1;
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        tempx = x-1;
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        tlcolour = board[tempy][tempx];
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        while (1){
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            if (board[tempy][tempx] != tlcolour || board[tempy][tempx] == 0) break;
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            tlcount++;
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            if (tempx == 0 || tempy == 0) break;
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            tempx--;
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            tempy--;
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        }
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    }
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    // scan diagonal bottomright
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    if (x < 18 && y < 18){
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        tempy = y+1;
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        tempx = x+1;
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        brcolour = board[tempy][tempx];
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        while (1){
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            if (board[tempy][tempx] != brcolour || board[tempy][tempx] == 0) break;
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            brcount++;
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            if (tempx == 18 || tempy == 18) break;
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            tempx++;
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            tempy++;
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        }
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    }
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    // scan diagonal topright
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    if (x < 18 && y > 0){
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        tempy = y-1;
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        tempx = x+1;
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        trcolour = board[tempy][tempx];
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        while (1){
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            if (board[tempy][tempx] != trcolour || board[tempy][tempx] == 0) break;
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            trcount++;
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            if (tempx == 18 || tempy == 0) break;
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            tempx++;
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            tempy--;
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        }
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    }
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    // scan diagonal bottomleft
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    if (y < 18 && x > 0){
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        tempy = y+1;
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        tempx = x-1;
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        blcolour = board[tempy][tempx];
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        while (1){
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            if (board[tempy][tempx] != blcolour || board[tempy][tempx] == 0) break;
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            blcount++;
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            if (tempy == 18 || tempx == 0) break;
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            tempy++;
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            tempx--;
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        }
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    }
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    /// Now calculate the points
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    // Check if this is a winning move. Priority #1.
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    if ((tcount >= 5 && tcolour == colour) ||
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        (bcount >= 5 && bcolour == colour) ||
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        (lcount >= 5 && lcolour == colour) ||
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        (rcount >= 5 && rcolour == colour) ||
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        (tlcount >= 5 && tlcolour == colour) ||
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        (trcount >= 5 && trcolour == colour) ||
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        (brcount >= 5 && brcolour == colour) ||
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        (blcount >= 5 && blcolour == colour) ||
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        (tcount + bcount >= 5 && tcolour == colour && bcolour == colour) ||
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        (lcount + rcount >= 5 && lcolour == colour && rcolour == colour) ||
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        (tlcount + brcount >= 5 && tlcolour == colour && brcolour == colour) ||
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        (trcount + blcount >= 5 && trcolour == colour && blcolour == colour))
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        return 1000;
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    // Check if this move can stop opponent from winning. This move is priority #2.
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    if ((tcount >= 4 && tcolour != colour) ||
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        (bcount >= 4 && bcolour != colour) ||
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        (lcount >= 4 && lcolour != colour) ||
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        (rcount >= 4 && rcolour != colour) ||
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        (tlcount >= 4 && tlcolour != colour) ||
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        (trcount >= 4 && trcolour != colour) ||
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        (brcount >= 4 && brcolour != colour) ||
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        (blcount >= 4 && blcolour != colour) ||
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        (tcount + bcount >= 4 && tcolour != colour && bcolour != colour) ||
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        (lcount + rcount >= 4 && lcolour != colour && rcolour != colour) ||
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        (tlcount + brcount >= 4 && tlcolour != colour && brcolour != colour) ||
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        (trcount + blcount >= 4 && trcolour != colour && blcolour != colour))
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        return 500;
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    // Else sum up the counts, use this as the points.
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    pts = tcount + bcount + lcount + rcount + tlcount + trcount + blcount + brcount + 1;
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    // If at an edge, lower the points
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    if (x == 0 || x == 18 || y == 0 || y == 18){
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        if (pts >= EDGEPENALTY)
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            pts -= EDGEPENALTY;
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        else
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            pts = 0;
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    }
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    return pts;
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}
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/*
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    The AI Function that calls the cost function for every spot on the board.
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    It returns the location with the highest points. In the event of a tie, randomly decide.
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    Input the board and the colour being played.
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    Puts the move (in ASCII chars) inside move[4]. This is from [1 ... 19]
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    Puts the move (in integers) in moveY and moveX. This is from [0 ... 18]
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*/
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int connect6ai_golden(char board[][19], char colour, char move[4]){
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    int x,y,highx = 0, highy = 0,currenthigh = 0, temp;
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    srand(time(NULL));
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    int highRandom = 1;//rand();
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    // Sweep the entire board with the cost function
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    for (x = 0; x <= 18; x++){
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        for (y = 0; y <= 18; y++){
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            temp = calculatepoints_golden(board,y,x, colour);
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            if (temp > currenthigh){
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                highx = x;
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                highy = y;
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                currenthigh = temp;
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                highRandom = 1;//rand();
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            }
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            // If a tie happens, pseudo-randomly choose one between them
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            if (temp == currenthigh && temp != 0){
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                int tempRandom = 1;//rand();
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                if (tempRandom > highRandom){
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                    highx = x;
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                    highy = y;
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                    highRandom = tempRandom;
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                }
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            }
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        }
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    }
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    // Modify the board based on current move.
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    //board[highy][highx] = colour;
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    // Increment by 1 because indexing starts at 1.
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    highy++;
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    highx++;
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    /// Convert the int coordinates to corresponding ASCII chars
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    if (highy >= 10){
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        move[0] = '1';
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        highy -= 10;
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    } else {
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        move[0] = '0';
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    }
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    if      (highy == 0) move[1] = '0';
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    else if (highy == 1) move[1] = '1';
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    else if (highy == 2) move[1] = '2';
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    else if (highy == 3) move[1] = '3';
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    else if (highy == 4) move[1] = '4';
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    else if (highy == 5) move[1] = '5';
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    else if (highy == 6) move[1] = '6';
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    else if (highy == 7) move[1] = '7';
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    else if (highy == 8) move[1] = '8';
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    else if (highy == 9) move[1] = '9';
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    // Do same for x.
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    if (highx >= 10){
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        move[2] = '1';
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        highx -= 10;
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    } else {
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        move[2] = '0';
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    }
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    if      (highx == 0) move[3] = '0';
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    else if (highx == 1) move[3] = '1';
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    else if (highx == 2) move[3] = '2';
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    else if (highx == 3) move[3] = '3';
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    else if (highx == 4) move[3] = '4';
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    else if (highx == 5) move[3] = '5';
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    else if (highx == 6) move[3] = '6';
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    else if (highx == 7) move[3] = '7';
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    else if (highx == 8) move[3] = '8';
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    else if (highx == 9) move[3] = '9';
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    return 0;
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}
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