PraktikumOthello/players/my-player.cc

213 lines
5.2 KiB
C++

/* -*- Mode: C -*- */
#define debugprint
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <unistd.h>
#include <string.h>
#include <time.h>
#include <vector>
#include <mcp.h>
#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
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;
maxM.evaluation = -9;
for(size_t i = 0; i < curMoves->size(); ++i)
{
if(curMoves->at(i).evaluation > maxM.evaluation)
{
maxM.evaluation = curMoves->at(i).evaluation;
maxM.m = curMoves->at(i).m;
}
}
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);
}
//move
//nFindBestMove(cell (*field)[fieldSize], movesList *movesa) {
// std::vector<evalMove> curMoves;
int main(void)
{
int done = 0;
srandom(time(NULL));
char enemyc=0, ownc=0;
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, enemyc);
// unsigned int *numOfEnemyMoves = numNextMoves(field, moves);
// for(size_t i=0; i<moves->movesNumber; ++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, 1, getEnemyChar(enemyc));
move finalMove = findBestMove(treeRoot, 1);
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 */