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246 lines
8.4 KiB
246 lines
8.4 KiB
/* Yo Emacs, this -*- C++ -*-
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*******************************************************************
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*******************************************************************
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*
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*
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* KREVERSI
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*
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*
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*******************************************************************
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*
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* A Reversi (or sometimes called Othello) game
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*
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*******************************************************************
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*
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* Created 1997 by Mario Weilguni <mweilguni@sime.com>. This file
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* is ported from Mats Luthman's <Mats.Luthman@sylog.se> JAVA applet.
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* Many thanks to Mr. Luthman who has allowed me to put this port
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* under the GNU GPL. Without his wonderful game engine kreversi
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* would be just another of those Reversi programs a five year old
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* child could beat easily. But with it it's a worthy opponent!
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*
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* If you are interested on the JAVA applet of Mr. Luthman take a
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* look at http://www.sylog.se/~mats/
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*
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*******************************************************************
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*
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* This file is part of the KDE project "KREVERSI"
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*
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* KREVERSI is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* KREVERSI 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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*
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* You should have received a copy of the GNU General Public License
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* along with KREVERSI; see the file COPYING. If not, write to
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* the Free Software Foundation, 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*
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*******************************************************************
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*/
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// The class Engine produces moves from a Game object through calls to the
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// function ComputeMove().
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//
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// First of all: this is meant to be a simple example of a game playing
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// program. Not everything is done in the most clever way, particularly not
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// the way the moves are searched, but it is hopefully made in a way that makes
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// it easy to understand. The function ComputeMove2() that does all the work
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// is actually not much more than a hundred lines. Much could be done to
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// make the search faster though, I'm perfectly aware of that. Feel free
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// to experiment.
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//
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// The method used to generate the moves is called minimax tree search with
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// alpha-beta pruning to a fixed depth. In short this means that all possible
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// moves a predefined number of moves ahead are either searched or refuted
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// with a method called alpha-beta pruning. A more thorough explanation of
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// this method could be found at the world wide web at http:
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// //yoda.cis.temple.edu:8080/UGAIWWW/lectures96/search/minimax/alpha-beta.html
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// at the time this was written. Searching for "minimax" would also point
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// you to information on this subject. It is probably possible to understand
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// this method by reading the source code though, it is not that complicated.
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//
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// At every leaf node at the search tree, the resulting position is evaluated.
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// Two things are considered when evaluating a position: the number of pieces
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// of each color and at which squares the pieces are located. Pieces at the
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// corners are valuable and give a high value, and having pieces at squares
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// next to a corner is not very good and they give a lower value. In the
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// beginning of a game it is more important to have pieces on "good" squares,
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// but towards the end the total number of pieces of each color is given a
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// higher weight. Other things, like how many legal moves that can be made in a
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// position, and the number of pieces that can never be turned would probably
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// make the program stronger if they were considered in evaluating a position,
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// but that would make things more complicated (this was meant to be very
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// simple example) and would also slow down computation (considerably?).
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//
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// The member m_board[10][10]) holds the current position during the
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// computation. It is initiated at the start of ComputeMove() and
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// every move that is made during the search is made on this board. It should
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// be noted that 1 to 8 is used for the actual board, but 0 and 9 can be
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// used too (they are always empty). This is practical when turning pieces
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// when moves are made on the board. Every piece that is put on the board
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// or turned is saved in the stack m_squarestack (see class SquareStack) so
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// every move can easily be reversed after the search in a node is completed.
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//
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// The member m_bc_board[][] holds board control values for each square
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// and is initiated by a call to the function private void SetupBcBoard()
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// from Engines constructor. It is used in evaluation of positions except
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// when the game tree is searched all the way to the end of the game.
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//
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// The two members m_coord_bit[9][9] and m_neighbor_bits[9][9] are used to
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// speed up the tree search. This goes against the principle of keeping things
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// simple, but to understand the program you do not need to understand them
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// at all. They are there to make it possible to throw away moves where
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// the piece that is played is not adjacent to a piece of opposite color
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// at an early stage (because they could never be legal). It should be
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// pointed out that not all moves that pass this test are legal, there will
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// just be fewer moves that have to be tested in a more time consuming way.
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//
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// There are also two other members that should be mentioned: Score m_score
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// and Score m_bc_score. They hold the number of pieces of each color and
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// the sum of the board control values for each color during the search
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// (this is faster than counting at every leaf node).
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//
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// The classes SquareStackEntry and SquareStack implement a
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// stack that is used by Engine to store pieces that are turned during
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// searching (see ComputeMove()).
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//
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// The class MoveAndValue is used by Engine to store all possible moves
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// at the first level and the values that were calculated for them.
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// This makes it possible to select a random move among those with equal
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// or nearly equal value after the search is completed.
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#ifndef __ENGINE__H__
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#define __ENGINE__H__
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#include "SuperEngine.h"
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#include "Position.h"
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#include "Game.h"
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#include "Move.h"
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#include "Score.h"
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#include <qmemarray.h>
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#include <sys/times.h>
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#include <qbitarray.h>
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// Class ULONG64 is used as a bitmap for the squares.
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#if defined(__GNUC__)
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#define ULONG64 unsigned long long int
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#else
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class ULONG64 : public QBitArray {
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public:
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ULONG64();
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ULONG64( unsigned int );
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void shl();
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};
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#endif
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// SquareStackEntry and SquareStack are used during search to keep
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// track of turned pieces.
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class SquareStackEntry
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{
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public:
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SquareStackEntry();
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void setXY(int x, int y);
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public:
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int m_x;
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int m_y;
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};
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class SquareStack
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{
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public:
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SquareStack();
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SquareStack(int size);
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void resize(int size);
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void init(int size);
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SquareStackEntry Pop();
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void Push(int x, int y);
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private:
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QMemArray<SquareStackEntry> m_squarestack;
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int m_top;
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};
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// Connect a move with its value.
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class MoveAndValue
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{
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public:
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MoveAndValue();
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MoveAndValue(int x, int y, int value);
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void setXYV(int x, int y, int value);
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public:
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int m_x;
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int m_y;
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int m_value;
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};
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// The real beef of this program: the engine that finds good moves for
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// the computer player.
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//
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class Engine : public SuperEngine {
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public:
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Engine(int st, int sd);
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Engine(int st);
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Engine();
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Move computeMove(Game *game, bool competitive);
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private:
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Move ComputeFirstMove(Game *game);
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int ComputeMove2(int xplay, int yplay, Color color, int level,
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int cutoffval,
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ULONG64 colorbits, ULONG64 opponentbits);
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int TryAllMoves(Color opponent, int level, int cutoffval,
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ULONG64 opponentbits, ULONG64 colorbits);
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int EvaluatePosition(Color color);
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void SetupBcBoard();
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void SetupBits();
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int CalcBcScore(Color color);
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ULONG64 ComputeOccupiedBits(Color color);
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void yield();
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private:
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static const int LARGEINT;
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static const int ILLEGAL_VALUE;
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static const int BC_WEIGHT;
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Color m_board[10][10];
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int m_bc_board[9][9];
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Score m_score;
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Score m_bc_score;
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SquareStack m_squarestack;
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int m_depth;
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int m_coeff;
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int m_nodes_searched;
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bool m_exhaustive;
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bool m_competitive;
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ULONG64 m_coord_bit[9][9];
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ULONG64 m_neighbor_bits[9][9];
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};
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#endif
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