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#ifndef ENGINE_H
#define ENGINE_H
#include <iostream>
#include <string>
#include <vector>
#include <limits>
#include <cmath>
#include "../ground.h"
#include "../gst.h"
#include "action.h"
#include "tactic.h"
#include "generator.h"
#include "evaluator.h"
#include "performer.h"
namespace ai {
class engine {
public:
engine (Gst &gst) : init(gst) {}
Gst &init;
tactic get_best () {
tactic t { search(init, 4) };
std::cout << t.to_string();
return t;
}
tactic search (Gst &gst, int depth) {
generator gen { gst };
std::vector<tactic> tactics = gen.tactics();
tactic best; best.eval = std::numeric_limits<float>::lowest();
for (tactic t : tactics) {
performer perf { gst };
Gst next { perf.apply(t) };
t.eval = negamax(next, depth, gst.turn);
std::cout << "depth " << depth << " eval " << t.eval << "\n";
if (t.eval > best.eval) best = t;
}
return best;
}
float negamax (Gst gst, int depth, int player) {
//for (int i=0; i<3-depth; i++) std::cout << " "; std::cout << depth << "\n";
if (depth == 0) {
evaluator eval { gst };
return eval.eval(player);
}
float value = std::numeric_limits<float>::lowest();
generator gen { gst };
auto tactics = gen.tactics();
for (tactic t : tactics) {
performer perf { gst };
Gst next { perf.apply(t) };
value = fmax(value, negamax(next, depth-1, -player));
}
return -value;
}
};
}
#endif
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