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authorJason Katz-Brown <jason@airbnb.com>2013-08-25 02:17:13 -0700
committerJason Katz-Brown <jason@airbnb.com>2013-08-25 02:17:13 -0700
commit9306cb60c32082c5403931de0823a9fd5daa196c (patch)
treeca1b6eb695fdf3f0c2294e92416b272164bae642 /computerplayer.h
parent8fb2c681cecc01b46b0f4ba02d5cc177c4747b1c (diff)
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+/*
+ * Quackle -- Crossword game artificial intelligence and analysis tool
+ * Copyright (C) 2005-2006 Jason Katz-Brown and John O'Laughlin.
+ *
+ * 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 Street, Fifth Floor, Boston, MA
+ * 02110-1301 USA
+ */
+
+#ifndef QUACKLE_COMPUTERPLAYER_H
+#define QUACKLE_COMPUTERPLAYER_H
+
+#include "sim.h"
+
+#define QUACKLE_NULL_COMPUTER_PLAYER_ID 0
+#define QUACKLE_STATIC_COMPUTER_PLAYER_ID 1
+
+namespace Quackle
+{
+
+// Settings that all players should follow.
+struct ComputerParameters
+{
+ // upper bound on time to contemplate current moves
+ int secondsPerTurn;
+
+ // when simming, use likely rack leaves for opponent based on their previous play
+ bool inferring;
+};
+
+class ComputerDispatch
+{
+public:
+ ComputerDispatch() {}
+ virtual ~ComputerDispatch() {}
+
+ // To be called by the computer player.
+ // Returns true if the computation should be aborted.
+ virtual bool shouldAbort() = 0;
+
+ // To be called by the computer player.
+ // Returns true if the computation should be aborted.
+ // Default implementation does nothing.
+ virtual void signalFractionDone(double fractionDone) = 0;
+};
+
+// Shadows another ComputerDispatch but scales its fractions
+class ScalingDispatch : public ComputerDispatch
+{
+public:
+ ScalingDispatch(ComputerDispatch *shadow, double scale, double addition);
+ virtual ~ScalingDispatch() {}
+
+ virtual bool shouldAbort();
+ virtual void signalFractionDone(double fractionDone);
+
+private:
+ ComputerDispatch *m_shadow;
+ double m_scale;
+ double m_addition;
+};
+
+class ComputerPlayer
+{
+public:
+ // constructs a new computer player
+ ComputerPlayer();
+ virtual ~ComputerPlayer();
+
+ void setParameters(const ComputerParameters &parameters);
+ const ComputerParameters &parameters() const;
+
+ // prepare to generate move for current player
+ // on this position
+ virtual void setPosition(const GamePosition &position);
+
+ // get access to the position that we're playing from
+ GamePosition &currentPosition();
+ const GamePosition &currentPosition() const;
+
+ // returns true if we have a dispatch and it says to abort
+ bool shouldAbort();
+
+ // if we have a dispatch, signals fractionDone on the dispatch
+ void signalFractionDone(double fractionDone);
+
+ // Ensures this move will be in the moves() output.
+ // Implementations of computer player must themselves make sure
+ // that this move is in the moves() results; this function by default
+ // adds the move to the simulator's considered moves list so it
+ // won't be pruned away.
+ void considerMove(const Move &move);
+ void setConsideredMoves(const MoveList &moves);
+
+ const UVString &name() const;
+ int id() const;
+
+ // the best move
+ virtual Move move() = 0;
+
+ // make a new one of yourself
+ virtual ComputerPlayer *clone() = 0;
+
+ // top n moves; default implementation returns
+ // a one-item list with move()
+ virtual MoveList moves(int nmoves);
+
+ // Whether or not this player takes more than a few seconds to make a play.
+ // False by default.
+ virtual bool isSlow() const;
+
+ // Whether this player should be an option to play against.
+ // False by default.
+ virtual bool isUserVisible() const;
+
+ // dispatch is used to tell computer player to abort
+ // and for computer player to give status updates
+ virtual ComputerDispatch *dispatch() const;
+
+ // sets dispatch for this player and its simulator
+ virtual void setDispatch(ComputerDispatch *dispatch);
+
+protected:
+ // a max function for convenience
+ static double max(double v1, double v2);
+ static int max(int v1, int v2);
+
+ Simulator m_simulator;
+ UVString m_name;
+ int m_id;
+ ComputerParameters m_parameters;
+ ComputerDispatch *m_dispatch;
+};
+
+inline GamePosition &ComputerPlayer::currentPosition()
+{
+ return m_simulator.currentPosition();
+}
+
+inline const GamePosition &ComputerPlayer::currentPosition() const
+{
+ return m_simulator.currentPosition();
+}
+
+inline void ComputerPlayer::setParameters(const ComputerParameters &parameters)
+{
+ m_parameters = parameters;
+}
+
+inline const ComputerParameters &ComputerPlayer::parameters() const
+{
+ return m_parameters;
+}
+
+inline const UVString &ComputerPlayer::name() const
+{
+ return m_name;
+}
+
+inline int ComputerPlayer::id() const
+{
+ return m_id;
+}
+
+inline bool ComputerPlayer::isSlow() const
+{
+ return false;
+}
+
+inline bool ComputerPlayer::isUserVisible() const
+{
+ return false;
+}
+
+inline ComputerDispatch *ComputerPlayer::dispatch() const
+{
+ return m_dispatch;
+}
+
+inline double ComputerPlayer::max(double v1, double v2)
+{
+ return v1 > v2? v1 : v2;
+}
+
+inline int ComputerPlayer::max(int v1, int v2)
+{
+ return v1 > v2? v1 : v2;
+}
+
+// Static player has ID 1!
+class StaticPlayer : public ComputerPlayer
+{
+public:
+ StaticPlayer();
+ virtual ~StaticPlayer();
+
+ virtual ComputerPlayer *clone() { return new StaticPlayer; }
+
+ virtual Move move();
+ virtual MoveList moves(int nmoves);
+};
+
+}
+
+#endif