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[/] [connect-6/] [trunk/] [BUILD_SCC/] [synth_src/] [connect6_synth.c] - Rev 17
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/* connect6.cpp June 9, 2011 This file contains the game AI By Kevin Nam */ //#include <time.h> //#include <stdlib.h> // //#include "util.h" //#include "connect6.h" #include "./shared.h" // Subtract this many points for moves at the edges. #define EDGEPENALTY 5 /* The cost function simply counts all of the consecutive stones of same colour in every direction from the spot for which the points is being calculated. Ex: .DDLL .DLDD DXDDD ...D. Above, X is the spot being calculated. The points would be 2 (above) + 2(topright) + 3(right) + 1 (left) = 8. It treats opponent's stones and own stones with equal weighting. Return 0 if the spot y,x is already taken, else return the calculated value */ void move_to_ascii(int x,int y, char *move){ if (y >= 10){ move[0] = '1'; y -= 10; } else { move[0] = '0'; } if (y == 0) move[1] = '0'; else if (y == 1) move[1] = '1'; else if (y == 2) move[1] = '2'; else if (y == 3) move[1] = '3'; else if (y == 4) move[1] = '4'; else if (y == 5) move[1] = '5'; else if (y == 6) move[1] = '6'; else if (y == 7) move[1] = '7'; else if (y == 8) move[1] = '8'; else if (y == 9) move[1] = '9'; // Do same for x. if (x >= 10){ move[2] = '1'; x -= 10; } else { move[2] = '0'; } if (x == 0) move[3] = '0'; else if (x == 1) move[3] = '1'; else if (x == 2) move[3] = '2'; else if (x == 3) move[3] = '3'; else if (x == 4) move[3] = '4'; else if (x == 5) move[3] = '5'; else if (x == 6) move[3] = '6'; else if (x == 7) move[3] = '7'; else if (x == 8) move[3] = '8'; else if (x == 9) move[3] = '9'; } static int char_to_int(short x){ if(x>=48) return x-48; else return 0; } /* The AI Function that calls the cost function for every spot on the board. It returns the location with the highest points. In the event of a tie, randomly decide. Input the board and the colour being played. Puts the move (in ASCII chars) inside move[4]. This is from [1 ... 19] Puts the move (in integers) in moveY and moveX. This is from [0 ... 18] */ int connect6ai_synth(int firstmove,char movein[8], char colour, char moveout[8]){ #pragma bitsize firstmove 17 short x,y,highx = 0; Board *myboard ; AIMoves *moves; //------------------------------------------------------------------------- if((firstmove >= 1)){ //update the board y = char_to_int(movein[0])*10 + char_to_int(movein[1]) - 1; x = char_to_int(movein[2])*10 + char_to_int(movein[3]) - 1; if(colour==68){//'D') //myboard[y][x] = (char)2;//76;//'L'; place_piece_type(myboard,x,y,PIECE_WHITE); myboard->turn=PIECE_BLACK; }else{ //myboard[y][x] = (char)1;//68;//'D'; place_piece_type(myboard,x,y,PIECE_BLACK); myboard->turn=PIECE_WHITE; } } if((firstmove >=3)){ //update the board y = char_to_int(movein[4])*10 + char_to_int(movein[5]) - 1; x = char_to_int(movein[6])*10 + char_to_int(movein[7]) - 1; if(colour==68){//'D') //myboard[y][x] = (char)2;//76;//'L'; place_piece_type(myboard,x,y,PIECE_WHITE); myboard->turn=PIECE_BLACK; }else{ //myboard[y][x] = (char)1;//68;//'D'; place_piece_type(myboard,x,y,PIECE_BLACK); myboard->turn=PIECE_WHITE; } } moves=ai_threats(myboard); // Modify the myboard based on current move. place_piece_type(myboard,moves->data[1].x,moves->data[1].y,myboard->turn); /// Convert the int coordinates to corresponding ASCII chars move_to_ascii(moves->data[1].x+1,moves->data[1].y+1,moveout); //------------------------------------------------------------------------- if(firstmove>=1){ moves=ai_threats(myboard); // Modify the myboard based on current move. place_piece_type(myboard,moves->data[1].x,moves->data[1].y,myboard->turn); /// Convert the int coordinates to corresponding ASCII chars move_to_ascii(moves->data[1].x+1,moves->data[1].y+1,&moveout[4]); } return 0; }
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