/* ******************************************************************* ******************************************************************* * * * KREVERSI * * ******************************************************************* * * A Reversi (or sometimes called Othello) game * ******************************************************************* * * Created 1997 by Mario Weilguni . This file * is ported from Mats Luthman's JAVA applet. * Many thanks to Mr. Luthman who has allowed me to put this port * under the GNU GPL. Without his wonderful game engine kreversi * would be just another of those Reversi programs a five year old * child could beat easily. But with it it's a worthy opponent! * * If you are interested on the JAVA applet of Mr. Luthman take a * look at http://www.sylog.se/~mats/ * ******************************************************************* * * This file is part of the KDE project "KREVERSI" * * KREVERSI is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * KREVERSI is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with KREVERSI; see the file COPYING. If not, write to * the Free Software Foundation, 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. * ******************************************************************* */ // The class SuperEngine is a super class for engines that produce moves. // It implements functionality that move engines have in common, which is // useful if you want to use several different engines in the same program // (for instance when you are test playing different strategies against each // other). // // SuperEngine implements: // // Random number handling (engines should not play exactly the same games // repeatedly). // // Setting playing strength level. // // Functionality for telling the engine to interrupt calculation. // // Public and protected functions: // public SuperEngine(int st) // Creates an engine playing at level st. All integers greater than 0 // should be possible levels. There need not be any actual difference in // playing strength between levels, but if there is, higher number should // mean greater playing strength. // public SuperEngine(int st, int sd) // The same as above, but uses sd as the seed for the random generator. // This means that the engine always behaves in exactly the same way // (practical when testing). // public synchronized final void SetInterrupt(boolean intr) // This function could be called when ComputeMove() (see below) is // executing. It tells the engine to interrupt calculation as // soon as possible and return null from ComputeMove(). // protected synchronized final boolean GetInterrupt() // Returns true when SetInterrupt() has been called. Should be called // with short intervals from ComputeMove(). // public void SetStrength(int st) // Sets playing strength level. // public int GetStrength() // Gets playing strength level. // public void SetSeed(int sd) // Changes the random seed. // public abstract Move ComputeMove(Game g) // This function should produce a move. If SetInterrupt() is called // during its execution it should return null as soon as possible. // Protected members: // protected int m_strength // Is set and read by SetStrength() and GetStrength(). // protected Random m_random // Could (and should in a good engine) be used to prevent the engine from // repeating itself, always playing the same moves in the same positions. // If this is not done, winning once would make it possible to play the // same moves and win every time against the program. #ifndef __SUPERENGINE__H__ #define __SUPERENGINE__H__ #include "Game.h" #include class SuperEngine { public: SuperEngine(int st); SuperEngine(int st, int sd); virtual ~SuperEngine() {} void setInterrupt(bool intr) { m_interrupt = intr; } bool interrupted() const { return m_interrupt; } enum Strength { MinStrength = 1, MaxStrength = 7, NbStrengths = MaxStrength }; void setStrength(uint st) { m_strength = st; } uint strength() const { return m_strength; } void setSeed(int sd); virtual Move computeMove(Game *game, bool competitive) = 0; protected: uint m_strength; KRandomSequence m_random; private: bool m_interrupt; }; #endif