/* -*- Mode: C -*- */ #define debugprint #include #include #include #include #include #include #include #include #include "playerlib.h" static int send_move(int row, int col) { FILE *f = fdopen(dup(CHILD_OUT_FD), "w"); fprintf(f, "%u,%u", row, col); fclose(f); 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 ownc = getEnemyChar(enemyc); //#ifdef debugprint // printf("Depth %d: enemy: %c\n", depth, enemyc); //#endif for(size_t i=0; imovesNumber; ++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); buildTree(&(currentNode->childMove[i]), futureField, futureMoves, depth-1, getEnemyChar(enemyc)); delete [] futureMoves; delete [] futureField; } return 1; } move maxEvalMove(std::vector *curMoves) { evalMove maxM; maxM.evaluation = -9; #ifdef debugprint printf("Foo\n"); #endif for(size_t i = 0; i < curMoves->size(); ++i) { #ifdef debugprint printf("bar %d %d\n", maxM.evaluation, curMoves->at(i).evaluation); #endif if(curMoves->at(i).evaluation > maxM.evaluation) { #ifdef debugprint printf("baz\n"); #endif maxM.evaluation = curMoves->at(i).evaluation; maxM.m = curMoves->at(i).m; } } return maxM.m; } int maxInt(std::vector *evaluations) { int maxE = -10; for(size_t i = 0; isize(); ++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 ((-1)+currentNode->numChildMoves + 5*isCornerField(currentNode->nodeMove) - 2*isCOrXField(currentNode->nodeMove)); } std::vector 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 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 main(void) { int done = 0; srandom(time(NULL)); while (!done) { int turn_row = 0; int turn_col = 0; /* BEGIN PLAYER-SPECIFIC CODE */ // 1. Read state char state_buffer[128]; ssize_t bytes = read(CHILD_IN_FD, state_buffer, sizeof(state_buffer)); if (bytes != 65) // invalid number of chars abort(); // state_buffer enthält jetzt 65 Zeichen ('.' oder 'X' oder 'O'): // * Das ERSTE Zeichen gibt an, welcher Spieler an der Reihe ist. // * Die weiteren 64 Zeichen definieren die Belegung des Feldes. // * Die Belegung wird reihenweise gegeben, d.h. die Zeichen // 1 bis 8 definieren die erste Zeile des Feldes, Zeichen 9 bis 17 // geben die zweite Zeile usw. // * X und O stehen hierbei für die jeweiligen Spieler. Leere Felder // sind durch einen Punkt (.) gekennzeichnet. // 2. TODO: Strategie hier einfügen. Resultat in turn_row und turn_col speichern. //number of stones of X/O unsigned int numX=0, numO=0; //TODO: make it a property of field struct ownc = state_buffer[0]; if(!enemyc) { enemyc = getEnemyChar(ownc); } auto field = new cell[fieldSize][fieldSize](); readStateBuffer(state_buffer, field, &numX, &numO); //stateBuffer ist Pointer auf char, field ist Pointer auf struct cell[] movesList *moves = new movesList(); findMoves(field, moves); // unsigned int *numOfEnemyMoves = numNextMoves(field, moves); // for(size_t i=0; imovesNumber; ++i) // { // printf("Moves %d %d -> %d enemy moves\n", moves->list[i].turnRow, moves->list[i].turnCol, numOfEnemyMoves[i]); // } if(!(moves->movesNumber)) { turn_row=0; turn_col=0; #ifdef debugprint printf("Nope\n"); #endif } else { if((numX+numO)>5*fieldSize*fieldSize/6) endgame = 1; gameTree *treeRoot = new gameTree(); treeRoot->nodeMove.turnRow = 0; treeRoot->nodeMove.turnCol = 0; buildTree(treeRoot, field, moves, 3, getEnemyChar(enemyc)); move finalMove = findBestMove(treeRoot, 3); turn_row=finalMove.turnRow; turn_col=finalMove.turnCol; #ifdef debugprint printf("Getätigter Zug: %d,%d\n", turn_row, turn_col); #endif } // 3. Return result send_move(turn_row, turn_col); //free(numOfEnemyMoves); delete [] field; delete [] moves; /* END PLAYER-SPECIFIC CODE */ } return 0; } /* EOF */