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Check auf Kantenzüge
master
Trolli Schmittlauch 5 years ago
parent
commit
031d88284f
2 changed files with 13 additions and 79 deletions
  1. +12
    -78
      players/my-player.cc
  2. +1
    -1
      players/playerlib.cc

+ 12
- 78
players/my-player.cc View File

@@ -22,34 +22,6 @@ send_move(int row, int col)
return 0;
}

//int
//buildTree(gameTree *currentNode, cell (*field)[fieldSize], movesList *moves, int depth, char enemyc) {
// if (depth == 0 || moves->movesNumber == 0)
// return 0;
// currentNode->numChildMoves = moves->movesNumber;
// currentNode->childMove = new gameTree[maxMoves]();
// //switch stone char
// char ownc = getEnemyChar(enemyc);
//
////#ifdef debugprint
//// printf("Depth %d: enemy: %c\n", depth, enemyc);
////#endif
// for(size_t i=0; i<moves->movesNumber; ++i)
// {
// currentNode->childMove[i].nodeMove = moves->list[i];
// size_t fieldMemSize = fieldSize*fieldSize*sizeof(cell);
// auto futureField = new cell[fieldSize][fieldSize]();
// memcpy(futureField, field, fieldMemSize);
// futureField[(moves->list[i].turnRow-1)][(moves->list[i].turnCol-1)].content=enemyc;
// movesList *futureMoves = new movesList();
// findMoves(futureField, futureMoves, enemyc);
// buildTree(&(currentNode->childMove[i]), futureField, futureMoves, depth-1, getEnemyChar(enemyc));
// delete [] futureMoves;
// delete [] futureField;
// }
// return 1;
//}

move
maxEvalMove(std::vector<evalMove> *curMoves) {
evalMove maxM;
@@ -65,55 +37,17 @@ maxEvalMove(std::vector<evalMove> *curMoves) {
return maxM.m;
}

//int
//maxInt(std::vector<int> *evaluations) {
// int maxE = -10;
// for(size_t i = 0; i<evaluations->size(); ++i)
// {
// if(evaluations->at(i) > maxE)
// {
// maxE = evaluations->at(i);
// }
// }
// return maxE;
//}
//
////MiniMax Algorithmus
//int
//eval(gameTree *currentNode, int depth) {
// if (depth == 0 || !currentNode->numChildMoves)
// {
// //gut: hohe Mobilität, Eckzüge. Schlecht: Züge auf Felder direkt vor der Ecke
// return (currentNode->numChildMoves + 5*isCornerField(currentNode->nodeMove) - 2*isCOrXField(currentNode->nodeMove));
// }
//
// std::vector<int> curEvals;
// for(size_t i = 0; i < currentNode->numChildMoves; ++i)
// {
// int curEval = -1 * eval(&(currentNode->childMove[i]), depth-1);
// curEvals.push_back(curEval);
// }
// return maxInt(&curEvals);
//}
//
//move
//findBestMove(gameTree *currentNode, int depth) {
// std::vector<evalMove> curMoves;
// for(size_t i = 0; i < currentNode->numChildMoves; ++i)
// {
// evalMove m;
// m.evaluation = -1 * eval(&(currentNode->childMove[i]), depth-1);
// m.m = currentNode->childMove[i].nodeMove;
//#ifdef debugprint
// printf("findBest %d: %d, %d\n", m.evaluation, m.m.turnRow, m.m.turnCol);
//#endif
// curMoves.push_back(m);
// }
// return maxEvalMove(&curMoves);
//}
int
isEdgeMove(move m) {
if( ((m.turnRow == 1 || m.turnRow == fieldSize) && m.turnCol > 1 && m.turnCol < fieldSize) ||
((m.turnCol == 1 || m.turnCol == fieldSize) && m.turnRow > 1 && m.turnRow < fieldSize) )
return 1;
return 0;
}


move
nFindBestMove(cell (*field)[fieldSize], movesList *moves, char enemyc) {
findBestMove(cell (*field)[fieldSize], movesList *moves, char enemyc) {
std::vector<evalMove> curMoves;
printf("NumOwnMoves: %d\n", moves->movesNumber);
for(size_t i=0; i < moves->movesNumber; ++i)
@@ -129,8 +63,8 @@ nFindBestMove(cell (*field)[fieldSize], movesList *moves, char enemyc) {
findMoves(futureField, futureMoves, enemyc);
evalMove m;
m.m = moves->list[i];
//gut: Eckzüge. Schlecht: hohe Mobilität des Gegners, Züge auf Felder direkt vor der Ecke
m.evaluation = 5*isCornerField(m.m) - futureMoves->movesNumber - 2*(!endgame)*isCOrXField(m.m);
//gut: Eckzüge, Kantenzüge(Endspiel). Schlecht: hohe Mobilität des Gegners, Züge auf Felder direkt vor der Ecke(außer im Endspiel), Kantenzüge(außer im Endspiel)
m.evaluation = 5*isCornerField(m.m) - futureMoves->movesNumber - 2*(!endgame)*isCOrXField(m.m) + (endgame)*2*isEdgeMove(m.m) - (!endgame)*2*isEdgeMove(m.m);
#ifdef debugprint
printf("eval: %d, move: %d, %d\n", m.evaluation, m.m.turnRow, m.m.turnCol);
#endif
@@ -216,7 +150,7 @@ int main(void)
//treeRoot->nodeMove.turnRow = 0;
//treeRoot->nodeMove.turnCol = 0;
//buildTree(treeRoot, field, moves, 1, getEnemyChar(enemyc));
finalMove = nFindBestMove(field, moves, getEnemyChar(enemyc));
finalMove = findBestMove(field, moves, getEnemyChar(enemyc));
}

turn_row=finalMove.turnRow;


+ 1
- 1
players/playerlib.cc View File

@@ -83,7 +83,7 @@ fillMovesList(cell (*field)[fieldSize], movesList *moves, size_t row, size_t col
if (*ownCount && *enemyCount > 0)
{
#ifdef debugprint
printf("BAM!\n");
printf("MOVE!\n");
#endif
moves->list[moves->movesNumber].turnRow = row+1;
moves->list[moves->movesNumber].turnCol = col+1;


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