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game.cpp
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174 lines (144 loc) · 4.71 KB
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// File: game.cpp
#include <cassert> // Provides assert
#include <climits> // Provides INT_MAX and INT_MIN
#include <iostream> // Provides cin, cout
#include <queue> // Provides queue<string>
#include <string> // Provides string
#include "game.hpp" // Provides definition of game class
using namespace std;
namespace main_savitch_14
{
//*************************************************************************
// STATIC MEMBER CONSTANTS
// const int game::SEARCH_LEVELS;
//*************************************************************************
// PUBLIC MEMBER FUNCTIONS
game::who game::play( )
// The play function should not be overridden. It plays one round of the
// game, with the human player moving first and the computer second.
// The return value is the winner of the game (or NEUTRAL for a tie).
{
restart( );
// Note that as you develop the game you will be gradually un-commenting
// this function.
while (!is_game_over( )) // un-comment this
{
display_status( );
if (last_mover( ) == COMPUTER)
make_human_move( );
else
make_computer_move( );
}
display_status( );
return winning(); // although the winning function is listed as
// an optional override, you should write your
// own. It simply counts pieces.
}
//*************************************************************************
// OPTIONAL VIRTUAL FUNCTIONS (overriding these functions is optional)
void game::display_message(const string& message) const
{
cout << message;
}
string game::get_user_move( ) const
{
string answer;
display_message("Your move, please: ");
getline(cin, answer);
return answer;
}
game::who game::winning( ) const
{
int value = evaluate( ); // Evaluate based on move that was just made.
if (value > 0)
return last_mover( );
else if (value < 0)
return next_mover( );
else
return NEUTRAL;
}
//*************************************************************************
// PRIVATE FUNCTIONS (these are the same for every game)
int game::eval_with_lookahead(int look_ahead, int beat_this)
// Evaluate a board position with lookahead.
// --int look_aheads: How deep the lookahead should go to evaluate the move.
// --int beat_this: Value of another move that we?re considering. If the
// current board position can't beat this, then cut it short.
// The return value is large if the position is good for the player who just
// moved.
{
queue<string> moves; // All possible opponent moves
int value; // Value of a board position after opponent moves
int best_value; // Evaluation of best opponent move
game* future; // Pointer to a future version of this game
// Base case:
if (look_ahead == 0 || is_game_over( ))
{
if (last_mover( ) == COMPUTER)
return evaluate( );
else
return -evaluate( );
}
// Recursive case:
// The level is above 0, so try all possible opponent moves. Keep the
// value of the best of these moves from the opponent's perspective.
compute_moves(moves);
// assert(!moves.empty( ));
best_value = INT_MIN;
while (!moves.empty( ))
{
future = clone( );
future -> make_move(moves.front( ));
value = future -> eval_with_lookahead(look_ahead - 1, best_value);
delete future;
if (value > best_value)
{
best_value = value;
}
moves.pop( );
}
// The value was calculated from the opponent's perspective.
// The answer we return should be from player's perspective, so multiply times -1:
return -best_value;
}
void game::make_computer_move( )
{
queue<string> moves;
int value;
int best_value;
string best_move;
game* future;
// Compute all legal moves that the computer could make.
compute_moves(moves); //*****
//assert(!moves.empty( ));
// Evaluate each possible legal move, saving the index of the best
// in best_index and saving its value in best_value.
best_value = INT_MIN;
while (!moves.empty( ))
{
future = clone( ); //***** return new Othello(*this)
future -> make_move(moves.front( ));
value = future -> eval_with_lookahead(SEARCH_LEVELS, best_value); //***** uses evaluate() which you probably already wrote
delete future;
if (value >= best_value)
{
best_value = value;
best_move = moves.front( );
}
moves.pop( );
}
// Make the best move.
make_move(best_move);
}
void game::make_human_move( )
{
string move;
move = get_user_move( );
while (!is_legal(move))
{
display_message("Illegal move.\n");
move = get_user_move( );
}
make_move(move);
}
}