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