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[/] [connect-6/] [trunk/] [XILINX/] [BUILD_SCC/] [synth_src/] [ai.c] - Blame information for rev 17

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Line No. Rev Author Line
1 17 sumanta.ch
 
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/*
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connectk -- a program to play the connect-k family of games
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Copyright (C) 2007 Michael Levin
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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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 Street, Fifth Floor, Boston, MA  02110-1301, USA.
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*/
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#include "config.h"
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#include <string.h>
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#include <math.h>
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#include <glib.h>
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#include "../shared.h"
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#include "../connectk.h"
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/*
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 *      AIs
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 */
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static AI ais[] = {
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        { "human", "Human", NULL },
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        { "random", "Random", ai_random },
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        { "adjacent", "Adjacent", ai_adjacent },
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        { "threats", "Threats", ai_threats },
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        /*{ "windows", "Windows", ai_windows },*/
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        /*{ "priority", "Prioritized Threats", ai_priority },*/
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        { "sequences", "Sequences", ai_sequences },
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        { "mesh", "Mesh", ai_mesh },
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        { "montecarlo", "Monte Carlo", ai_monte_carlo },
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};
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static gboolean is_adjacent(const Board *b, BCOORD x, BCOORD y, int dist)
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{
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        int dx, dy, count;
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        PIECE p;
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        if (!piece_empty(piece_at(b, x, y)))
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                return FALSE;
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        for (dy = -1; dy < 2; dy++)
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                for (dx = -1; dx < 2; dx++) {
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                        if (!dx && !dy)
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                                continue;
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                        count = count_pieces(b, x, y, PIECE_NONE, dx, dy, &p);
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                        if (count - 1 < dist && p != PIECE_NONE)
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                                return TRUE;
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                }
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        return FALSE;
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}
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AIMoves *enum_adjacent(const Board *b, int dist)
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{
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        AIMoves *moves;
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        AIMove move;
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        move.weight = AIW_NONE;
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        moves = aimoves_new();
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        for (move.y = 0; move.y < board_size; move.y++)
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                for (move.x = 0; move.x < board_size; move.x++)
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                        if (is_adjacent(b, move.x, move.y, dist))
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                                aimoves_append(moves, &move);
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        aimoves_shuffle(moves);
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        return moves;
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}
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AIMoves *ai_marks(const Board *b, PIECE min)
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{
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        AIMoves *moves = aimoves_new();
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        AIMove move;
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        PIECE p;
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        for (move.y = 0; move.y < board_size; move.y++)
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                for (move.x = 0; move.x < board_size; move.x++)
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                        if ((p = piece_at(b, move.x, move.y)) >= min) {
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                                move.weight = p - PIECE_THREAT0;
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                                aimoves_set(moves, &move);
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                        }
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        return moves;
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}
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AIMoves *ai_random(const Board *b)
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/* Returns a list of all empty tiles */
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{
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        AIMove move;
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        AIMoves *moves;
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        moves = aimoves_new();
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        for (move.y = 0; move.y < board_size; move.y++)
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                for (move.x = 0; move.x < board_size; move.x++)
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                        if (piece_empty(piece_at(b, move.x, move.y))) {
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                                move.weight =
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                                           g_random_int_range(AIW_MIN, AIW_MAX);
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                                aimoves_append(moves, &move);
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                        }
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        return moves;
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}
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AIMoves *ai_adjacent(const Board *b)
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{
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        AIMove move;
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        AIMoves *moves;
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        /* Get all open tiles adjacent to any piece */
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        moves = enum_adjacent(b, 1);
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        if (moves->len)
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                return moves;
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        /* Play in the middle if there are no open adjacent tiles */
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        move.x = board_size / 2;
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        move.y = board_size / 2;
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        move.weight = AIW_NONE;
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        aimoves_append(moves, &move);
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        return moves;
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}
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const char *player_to_string(PLAYER p)
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{
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        return ais[p].l_desc;
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}
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int number_of_ais(void)
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{
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        return sizeof (ais) / sizeof (*ais);
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}
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AI *ai(int n)
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{
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        if (n >= 0 && n < number_of_ais())
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                return ais + n;
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        return NULL;
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}
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