Implement 2 simple AIs for reversi:

* naive: plays random moves
 * simple: plays highest score move (Even though it's named simple i can't beat it :/)
More AIs are yet to come (I'll be using those in hinversi).


git-svn-id: svn://svn.rockbox.org/rockbox/trunk@13755 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Antoine Cellerier 2007-07-01 17:51:38 +00:00
parent e76e138097
commit 9af4289770
8 changed files with 202 additions and 39 deletions

View file

@ -1,3 +1,5 @@
reversi-game.c
reversi-strategy.c
reversi-gui.c
reversi-strategy.c
reversi-strategy-naive.c
reversi-strategy-simple.c

View file

@ -165,6 +165,17 @@ static int reversi_count_player_moves(const reversi_board_t *game,
return cnt;
}
int reversi_count_player_available_moves(const reversi_board_t *game,
const int player) {
int cnt = 0, row, col;
for(row=0;row<BOARD_SIZE;row++) {
for(col=0;col<BOARD_SIZE;col++) {
if(reversi_is_valid_move(game, row, col, player)) cnt++;
}
}
return cnt;
}
/* Returns the number of moves made by WHITE so far */
int reversi_count_white_moves(const reversi_board_t *game) {
@ -273,7 +284,7 @@ static int reversi_is_valid_direction(const reversi_board_t *game,
* Returns 0 if the move is not valid or, otherwise, the or'd
* directions in which stones would be captured.
*/
static int reversi_is_valid_move(const reversi_board_t *game,
int reversi_is_valid_move(const reversi_board_t *game,
const int row, const int col, const int player) {
int dirs, i;
dirs = 0;

View file

@ -21,6 +21,7 @@
#define _REVERSI_GAME_H
#include <stdbool.h>
#include "plugin.h"
#define WHITE 1 /* WHITE constant, it always plays first (as in chess) */
#define BLACK 2 /* BLACK constant */
@ -56,6 +57,8 @@ typedef struct _reversi_board_t {
* stored in history[1] etc.
*/
move_t history[BOARD_SIZE*BOARD_SIZE - INIT_STONES];
struct plugin_api *rb;
} reversi_board_t;
@ -70,6 +73,10 @@ int reversi_count_white_moves(const reversi_board_t *game);
int reversi_count_black_moves(const reversi_board_t *game);
int reversi_make_move(reversi_board_t *game, const int row,
const int col, const int player);
int reversi_is_valid_move(const reversi_board_t *game,
const int row, const int col, const int player);
int reversi_count_player_available_moves(const reversi_board_t *game,
const int player);
#endif

View file

@ -328,11 +328,11 @@ static const cursor_wrap_mode_t cursor_wrap_mode_values[3] = {
static struct opt_items strategy_settings[] = {
{ "Human", NULL },
{ "Silly robot", NULL },
{ "Smart robot", NULL },
{ "Naive robot", NULL },
{ "Simple robot", NULL },
};
static const game_strategy_t * const strategy_values[] = {
&strategy_human, &strategy_novice, &strategy_expert };
&strategy_human, &strategy_naive, &strategy_simple };
/* Sets the strategy for the specified player. 'player' is the
@ -555,6 +555,9 @@ enum plugin_status plugin_start(struct plugin_api *api, void *parameter) {
/* Avoid compiler warnings */
(void)parameter;
game.rb = rb;
rb->srand(*rb->current_tick); /* Some AIs use rand() */
reversi_gui_init();
cursor_wrap_mode = WRAP_FLAT;
@ -563,10 +566,39 @@ enum plugin_status plugin_start(struct plugin_api *api, void *parameter) {
quit_plugin = false;
draw_screen = true;
while (!exit && !quit_plugin) {
const game_strategy_t *cur_strategy = NULL;
if (draw_screen) {
reversi_gui_display_board();
draw_screen = false;
}
switch(cur_player) {
case BLACK:
cur_strategy = black_strategy;
break;
case WHITE:
cur_strategy = white_strategy;
break;
}
if(cur_strategy->is_robot) {
/* TODO: Check move validity */
move_t m = cur_strategy->move_func(&game, cur_player);
reversi_make_move(&game, MOVE_ROW(m), MOVE_COL(m), cur_player);
cur_player = reversi_flipped_color(cur_player);
draw_screen = true;
/* TODO: Add some delay to prevent it from being too fast ? */
/* TODO: Don't duplicate end of game check */
if (reversi_game_is_finished(&game)) {
reversi_count_occupied_cells(&game, &w_cnt, &b_cnt);
rb->snprintf(msg_buf, sizeof(msg_buf),
"Game over. %s have won.",
(w_cnt>b_cnt?"WHITE":"BLACK"));
rb->splash(HZ*2, msg_buf);
draw_screen = true; /* Must update screen after splash */
}
continue;
}
button = rb->button_get(true);
switch (button) {

View file

@ -0,0 +1,53 @@
/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (c) 2007 Antoine Cellerier
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "reversi-strategy.h"
/**
* Naive/Stupid strategy:
* Random moves
*/
static move_t naive_move_func(const reversi_board_t *game, int player) {
int num_moves = reversi_count_player_available_moves(game, player);
int r = game->rb->rand()%num_moves;
int row = 0;
int col = 0;
while(true) {
if(reversi_is_valid_move(game, row, col, player)) {
r--;
if(r<0) {
return MAKE_MOVE(row,col,player);
}
}
col ++;
if(col==BOARD_SIZE) {
col = 0;
row ++;
if(row==BOARD_SIZE) {
row = 0;
}
}
}
}
const game_strategy_t strategy_naive = {
true,
naive_move_func
};

View file

@ -0,0 +1,90 @@
/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (c) 2007 Antoine Cellerier
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "reversi-strategy.h"
/**
* Simple strategy:
* A very simple strategy. Makes the highest scoring move.
* From Algorithm by Claudio Clemens in hinversi, simpleClient.c
*/
static void reversi_copy_board(reversi_board_t *dst,
const reversi_board_t *src) {
int i;
dst->rb = src->rb;
dst->rb->memcpy(dst->history,src->history,
(BOARD_SIZE*BOARD_SIZE - INIT_STONES)*sizeof(move_t));
for(i=0;i<BOARD_SIZE;i++) {
dst->rb->memcpy(dst->board[i],src->board[i],BOARD_SIZE);
}
}
static int reversi_sim_move(const reversi_board_t *game, const int row,
const int col, const int player) {
/* Gruik */
reversi_board_t game_clone;
reversi_copy_board(&game_clone,game);
return reversi_make_move(&game_clone,row,col,player);
}
static move_t simple_move_func(const reversi_board_t *game, int player) {
int max = 0;
int count = 0;
int row, col;
int r;
for(row=0; row<BOARD_SIZE; row++) {
for(col=0; col<BOARD_SIZE; col++) {
int v = reversi_sim_move(game,row,col,player);
if(v>max) {
max = v;
count = 1;
}
else if(v==max) {
count ++;
}
}
}
/* chose one of the moves which scores highest */
r = game->rb->rand()%count;
row = 0;
col = 0;
while(true) {
if(reversi_sim_move(game, row, col, player)==max) {
r--;
if(r<0) {
return MAKE_MOVE(row,col,player);
}
}
col ++;
if(col==BOARD_SIZE) {
col = 0;
row ++;
if(row==BOARD_SIZE) {
row = 0;
}
}
}
}
const game_strategy_t strategy_simple = {
true,
simple_move_func
};

View file

@ -20,40 +20,8 @@
#include "reversi-strategy.h"
#include <stddef.h>
/* Implementation of a rather weak player strategy */
static move_t novice_move_func(const reversi_board_t *game, int color) {
/* TODO: Implement novice_move_func */
(void)game;
(void)color;
return MOVE_INVALID;
}
/* Implementation of a good player strategy */
static move_t expert_move_func(const reversi_board_t *game, int color) {
/* TODO: Implement expert_move_func */
(void)game;
(void)color;
return MOVE_INVALID;
}
/* Strategy that requires interaction with the user */
const game_strategy_t strategy_human = {
false,
NULL
};
/* Robot that plays not very well (novice) */
const game_strategy_t strategy_novice = {
true,
novice_move_func
};
/* Robot that is hard to beat (expert) */
const game_strategy_t strategy_expert = {
true,
expert_move_func
};

View file

@ -38,7 +38,7 @@ typedef struct _game_strategy_t {
/* --- Possible playing strategies --- */
extern const game_strategy_t strategy_human;
extern const game_strategy_t strategy_novice;
extern const game_strategy_t strategy_expert;
extern const game_strategy_t strategy_naive;
extern const game_strategy_t strategy_simple;
#endif