theorethisch, aber npraktisch doch nicht funktionierender MiniMax
Algorithmus
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903e559856
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3 changed files with 125 additions and 44 deletions
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@ -7,12 +7,13 @@
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#include <unistd.h>
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#include <string.h>
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#include <time.h>
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#include <vector>
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#include <mcp.h>
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#include "playerlib.h"
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static int
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static int
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send_move(int row, int col)
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{
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FILE *f = fdopen(dup(CHILD_OUT_FD), "w");
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@ -21,44 +22,104 @@ send_move(int row, int col)
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return 0;
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}
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unsigned int*
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numNextMoves(cell (*field)[fieldSize], movesList *moves) {
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int
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buildTree(gameTree *currentNode, cell (*field)[fieldSize], movesList *moves, int depth, char enemyc) {
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if (depth == 0 || moves->movesNumber == 0)
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return 0;
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currentNode->numChildMoves = moves->movesNumber;
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currentNode->childMove = new gameTree[maxMoves]();
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//switch stone char
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char tmpown = ownc, tmpenemy = enemyc;
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char enemyc = getEnemyChar(tmpenemy);
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char ownc = getEnemyChar(tmpown);
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#ifdef debugprint
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printf("Own: %c Enemy: %c\n", ownc, enemyc);
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#endif
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unsigned int *numberOfEnemyMoves= new unsigned int[maxMoves]();
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for (size_t moveNum=0; moveNum < moves->movesNumber; ++moveNum)
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ownc = getEnemyChar(enemyc);
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//#ifdef debugprint
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// printf("Depth %d: enemy: %c\n", depth, enemyc);
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//#endif
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for(size_t i=0; i<moves->movesNumber; ++i)
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{
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currentNode->childMove[i].nodeMove = moves->list[i];
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size_t fieldMemSize = fieldSize*fieldSize*sizeof(cell);
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//cell (*futureField)[fieldSize] = (cell (*)[fieldSize]) malloc(fieldMemSize);
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auto futureField = new cell[fieldSize][fieldSize]();
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memcpy(futureField, field, fieldMemSize);
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futureField[(moves->list[moveNum].turnRow-1)][(moves->list[moveNum].turnCol-1)].content=enemyc;
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printf("--------------------\nfutureField\n");
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#ifdef debugprint
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for(size_t n=0;n<fieldSize;++n)
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{
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for(size_t m=0; m<fieldSize; ++m)
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{
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printf("%c ", futureField[n][m].content);
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}
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printf("\n");
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}
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#endif
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futureField[(moves->list[i].turnRow-1)][(moves->list[i].turnCol-1)].content=enemyc;
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movesList *futureMoves = new movesList();
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findMoves(futureField, futureMoves);
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numberOfEnemyMoves[moveNum] = futureMoves->movesNumber;
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buildTree(&(currentNode->childMove[i]), futureField, futureMoves, depth-1, getEnemyChar(enemyc));
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delete [] futureMoves;
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delete [] futureField;
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//free(futureField);
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}
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return numberOfEnemyMoves;
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return 1;
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}
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move
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maxEvalMove(std::vector<evalMove> *curMoves) {
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evalMove maxM;
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maxM.evaluation = -9;
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#ifdef debugprint
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printf("Foo\n");
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#endif
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for(size_t i = 0; i < curMoves->size(); ++i)
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{
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#ifdef debugprint
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printf("bar %d %d\n", maxM.evaluation, curMoves->at(i).evaluation);
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#endif
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if(curMoves->at(i).evaluation > maxM.evaluation)
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{
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#ifdef debugprint
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printf("baz\n");
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#endif
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maxM.evaluation = curMoves->at(i).evaluation;
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maxM.m = curMoves->at(i).m;
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}
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}
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return maxM.m;
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}
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int
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maxInt(std::vector<int> *evaluations) {
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int maxE = -10;
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for(size_t i = 0; i<evaluations->size(); ++i)
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{
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if(evaluations->at(i) > maxE)
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{
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maxE = evaluations->at(i);
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}
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}
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return maxE;
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}
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//MiniMax Algorithmus
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int
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eval(gameTree *currentNode, int depth) {
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if (depth == 0 || !currentNode->numChildMoves)
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{
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//gut: hohe Mobilität, Eckzüge. Schlecht: Züge auf Felder direkt vor der Ecke
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return ((-1)+currentNode->numChildMoves + 5*isCornerField(currentNode->nodeMove) - 2*isCOrXField(currentNode->nodeMove));
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}
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std::vector<int> curEvals;
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for(size_t i = 0; i < currentNode->numChildMoves; ++i)
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{
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int curEval = -1 * eval(&(currentNode->childMove[i]), depth-1);
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curEvals.push_back(curEval);
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}
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return maxInt(&curEvals);
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}
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move
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findBestMove(gameTree *currentNode, int depth) {
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std::vector<evalMove> curMoves;
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for(size_t i = 0; i < currentNode->numChildMoves; ++i)
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{
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evalMove m;
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m.evaluation = -1 * eval(&(currentNode->childMove[i]), depth-1);
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m.m = currentNode->childMove[i].nodeMove;
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#ifdef debugprint
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printf("findBest %d: %d, %d\n", m.evaluation, m.m.turnRow, m.m.turnCol);
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#endif
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curMoves.push_back(m);
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}
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return maxEvalMove(&curMoves);
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}
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int main(void)
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@ -103,39 +164,44 @@ int main(void)
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findMoves(field, moves);
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unsigned int *numOfEnemyMoves = numNextMoves(field, moves);
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// unsigned int *numOfEnemyMoves = numNextMoves(field, moves);
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for(size_t i=0; i<moves->movesNumber; ++i)
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{
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printf("Moves %d %d -> %d enemy moves\n", moves->list[i].turnRow, moves->list[i].turnCol, numOfEnemyMoves[i]);
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}
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// for(size_t i=0; i<moves->movesNumber; ++i)
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// {
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// printf("Moves %d %d -> %d enemy moves\n", moves->list[i].turnRow, moves->list[i].turnCol, numOfEnemyMoves[i]);
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// }
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if(!(moves->movesNumber))
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{
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turn_row=0;
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turn_col=0;
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#ifdef debugprint
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printf("Nope\n");
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#endif
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}
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else
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{
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int r = rand() % moves->movesNumber;
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turn_row=moves->list[r].turnRow;
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turn_col=moves->list[r].turnCol;
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if((numX+numO)>5*fieldSize*fieldSize/6)
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endgame = 1;
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gameTree *treeRoot = new gameTree();
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treeRoot->nodeMove.turnRow = 0;
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treeRoot->nodeMove.turnCol = 0;
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buildTree(treeRoot, field, moves, 3, getEnemyChar(enemyc));
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move finalMove = findBestMove(treeRoot, 3);
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turn_row=finalMove.turnRow;
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turn_col=finalMove.turnCol;
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#ifdef debugprint
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printf("Getätigter Zug: %d,%d\n", turn_row, turn_col);
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#endif
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}
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#ifdef debugprint
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printf("numX: %d, numO: %d\n", numX, numO);
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printf("%d %d\n", sizeof(field), sizeof(cell[fieldSize][fieldSize]));
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move te;
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te.turnRow=2;
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te.turnCol=1;
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printf("IsCorner? %d\n", isCOrXField(te));
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#endif
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// 3. Return result
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send_move(turn_row, turn_col);
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//free(numOfEnemyMoves);
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delete [] field;
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delete [] moves;
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/* END PLAYER-SPECIFIC CODE */
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@ -1,6 +1,7 @@
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//#define debugprint
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#include <stdio.h>
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#include <stdlib.h>
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#include <vector>
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#include "playerlib.h"
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@ -24,6 +25,7 @@ int findDiagonalTopRightMoves(cell (*)[fieldSize], movesList *);
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char enemyc = 0, ownc = 0;
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unsigned int endgame=0;
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char
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getEnemyChar(char c) {
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@ -2,6 +2,7 @@
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#define PLAYERLIB_H
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const int fieldSize=8, maxMoves=100; // =fieldHeight=fieldWidth
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extern unsigned int endgame;
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extern char enemyc; //initially 0, contains char of enemy's stone
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extern char ownc;
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move *list = new move[maxMoves](); //eigentlich maximal 8*8-4 Lösungen, aber manche doppelt? -> Reserve
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};
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struct gameTree{
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int evaluation;
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move nodeMove;
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gameTree *childMove = NULL;
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unsigned int numChildMoves=0;
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};
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struct evalMove{
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int evaluation;
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move m;
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};
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//returns the character used for the enemy's stones
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extern char getEnemyChar(char);
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//reads the stateBuffer string into a 2d matrix
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