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/* Class Board - represents a game state
*
* Josef Weidendorfer, 28.8.97
*/
#ifndef _BOARD_H_
#define _BOARD_H_
#include <tqobject.h>
#include <krandomsequence.h>
#include "Move.h"
class TDEConfig;
class EvalScheme;
/* Class for best moves so far */
class PrincipalVariation
{
public:
PrincipalVariation()
{ clear(1); }
enum { maxDepth = 10 };
bool hasMove(int d)
{ return (d>actMaxDepth) ?
false : (move[0][d].type != Move::none); }
Move& operator[](int i)
{ return (i<0 || i>=maxDepth) ? move[0][0] : move[0][i]; }
void update(int d, Move& m);
void clear(int d);
void setMaxDepth(int d)
{ actMaxDepth = (d>maxDepth) ? maxDepth-1 : d; }
private:
Move move[maxDepth][maxDepth];
int actMaxDepth;
};
class Board : public TQObject
{
Q_OBJECT
public:
Board();
~Board() {}
/* different states of one field */
enum {
out = 10, free = 0,
color1, color2, color1bright, color2bright
};
enum { AllFields = 121, /* visible + ring of unvisible around */
RealFields = 61, /* number of visible fields */
MvsStored = 100 };
int debug;
/* fill Board with defined values */
void begin(int startColor); /* start of a game */
void clear(); /* empty board */
/* fields can't be changed ! */
int operator[](int no) const;
int actColor() const
{ return color; }
/* Generate list of allowed moves for player with <color>
* Returns a calculated value for actual position */
void generateMoves(MoveList& list);
/* Functions handling moves
* played moves can be taken back (<MvsStored> moves are remembered) */
void playMove(const Move& m);
bool takeBack(); /* if not remembered, do nothing */
int movesStored(); /* return how many moves are remembered */
Move& lastMove()
{ return storedMove[storedLast]; }
void showHist();
/* Evaluation Scheme to use */
void setEvalScheme( EvalScheme* scheme = 0);
EvalScheme* evalScheme() { return _evalScheme; }
/* Calculate a value for actual position
* (greater if better for color1) */
int calcEvaluation();
/* Evalution is based on values which can be changed
* a little (so computer's moves aren't always the same) */
void changeEvaluation();
void setActColor(int c) { color=c; }
void setColor1Count(int c) { color1Count = c; }
void setColor2Count(int c) { color2Count = c; }
void setField(int i, int v) { field[i] = v; }
void setSpyLevel(int);
int getColor1Count() { return color1Count; }
int getColor2Count() { return color2Count; }
enum { empty=0, valid, invalid };
int validState();
bool isValid() { return (color1Count>8 && color2Count>8); }
/* Check that color1Count & color2Count is consisten with board */
bool isConsistent();
/* Searching best move: alpha/beta search */
void setDepth(int d)
{ realMaxDepth = d+1; }
Move& bestMove();
/* next move in main combination */
Move& nextMove() { return pv[1]; }
Move randomMove();
void stopSearch() { breakOut = true; }
/* Compressed ASCII representation */
TQString getState(int);
int setState(TQString&);
/* Readable ASCII representation */
TQString getASCIIState(int);
int setASCIIState(const TQString&);
void updateSpy(bool b) { bUpdateSpy = b; }
/* simple terminal view of position */
void print(int);
static int fieldDiffOfDir(int d) { return direction[d]; }
signals:
void searchBreak();
void updateBestMove(Move&,int);
void update(int,int,Move&,bool);
void updateBest(int,int,Move&,bool);
private:
void setFieldValues();
/* helper function for generateMoves */
void generateFieldMoves(int, MoveList&);
/* helper function for calcValue */
void countFrom(int,int, MoveTypeCounter&, InARowCounter&);
/* helper functions for bestMove (recursive search!) */
int search(int, int, int);
int search2(int, int, int);
KRandomSequence random; /* random generator */
int field[AllFields]; /* actual board */
int color1Count, color2Count;
int color; /* actual color */
Move storedMove[MvsStored]; /* stored moves */
int storedFirst, storedLast; /* stored in ring puffer manner */
/* for search */
PrincipalVariation pv;
Move _bestMove;
bool breakOut, inPrincipalVariation, show, bUpdateSpy;
int maxDepth, realMaxDepth;
int spyLevel, spyDepth;
EvalScheme* _evalScheme;
/* ratings; semi constant - are rotated by changeRating() */
static int fieldValue[RealFields];
/* constant arrays */
static int startBoard[AllFields];
static int order[RealFields];
static int direction[8];
// static int stoneValue[6];
// static int moveValue[Move::typeCount];
// static int connectValue[ConnectCounter::connectCount];
// static int ringValue[5], ringDiff[5];
};
inline int Board::operator[](int no) const
{
return (no<12 || no>120) ? out : field[no];
}
#endif
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