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Player.cpp
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Player.cpp
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#include "Player.h"
//#include "algorithmStates.h"
namespace hearts {
//HashTable *Player::historyTable = 0;
Player::Player(Algorithm *alg)
{
algorithm = alg;
minimumScore = 0;
history = false;
// randomize = false;
historyTable = 0;
}
Player::~Player()
{
if (history)
{
saveHistory();
delete historyTable;
historyTable = 0;
}
}
void Player::setGameState(GameState *gs)
{
g = gs;
}
Move *Player::Play()
{
if (algorithm)
{
returnValue *v;
algorithm->resetCounters(g);
v = algorithm->Play(g, this);
if ((history) && (historyTable))
{
saveHistory();
//historyTable->Clear();
}
//printf("(%d) Search value returned: ", g->getPlayerNum(this));
//v->Print(0);
//printf("\n");
Move *m = v->m;
v->m = 0;
delete v;
return m;
}
// if we haven't been supplied with an algorithm...
// do greedy move selection according to the cutoff eval
// returnValue *v = getGreedyBestMove();
// Move *m = v->m;
// v->m = 0;
// delete v;
// no, we should use epsilon greedy for the above
// instead, we just return the best move-ordered move
Move holder;
Move *m = g->getMoves();
if (m->next != 0)
{
while (m)
{
Move *tmp = m->next;
m->next = 0;
m->dist = rankMove(m, g);
holder.insert(m);
m = tmp;
}
m = holder.next;
holder.next = 0;
}
g->freeMove(m->next);
m->next = 0;
return m;
}
returnValue *Player::getGreedyBestMove()
{
int me = g->getPlayerNum(this);
Move *m = g->getMoves();
Move *best = 0;
double bestScore = 0;
while (m)
{
double value;
g->ApplyMove(m);
if (g->Done() || (g->getNextPlayerNum() != me))
value = cutoffEval(me);
else {
returnValue *v = getGreedyBestMove();
value = v->getValue(me);
delete v;
}
g->UndoMove(m);
if ((value > bestScore) || (best == 0))
{
delete best;
bestScore = value;
best = m;
m = m->next;
best->next = 0;
}
else {
Move *tmp = m;
m = m->next;
tmp->next = 0;
g->freeMove(tmp);
//delete tmp;
}
}
if (best == 0)
printf("No Best Move!!!!\n");
return 0;//new minimaxval(bestScore, best);
}
const char *Player::getName()
{
if (algorithm)
return algorithm->getName();
return "no algorithm";
}
void Player::setUseHistory(bool use)
{
history = use;
if ((history) && (!historyTable))
{
historyTable = new HashTable(10037);
//loadHistory();
}
}
/*
void Player::setRandomizeMoves(bool use)
{
randomize = use;
}
*/
uint64_t Player::bestMove(const Move *m, GameState *gs)
{
if ((!history) || (!algorithm))
return 0;
// if (randomize)
// return random();
uint64_t newval;
int depth = algorithm->getCurrentSearchDepthLimit()-
algorithm->getCurrentSearchDepth();
historyState *hs = new historyState(gs->getMoveHash(m));
historyState *lookup;
if ((lookup = (historyState*)historyTable->IsIn(hs))!=0)
{
lookup->value += ((uint64_t)1<<depth);
newval = lookup->value;
delete hs;
}
else {
historyTable->Add(hs);
newval = hs->value = ((uint64_t)1<<depth);
}
return newval;
}
int Player::rankMove(Move *m, GameState *gs, bool optional)
{
if (!history)
return 0;
historyState *hs = new historyState(gs->getMoveHash(m));
historyState *lookup;
if ((lookup = (historyState*)historyTable->IsIn(hs))!=0)
{
delete hs;
return lookup->value;
}
delete hs;
return 0;
}
void Player::loadHistory()
{
return;
FILE *f = fopen("ranks.moves", "r");
if (f)
{
while (!feof(f))
{
long index;
uint64_t value;
if (fscanf(f, "%lu\t%llu\n", &index, &value) == EOF)
break;
historyState *hs = new historyState(index);
hs->value = value;
historyTable->Add(hs);
}
fclose(f);
}
}
// do we want to merge this with the current file or just save?
// for now, just save.
void Player::saveHistory()
{
historyState *hs;
if (!historyTable)
return;
FILE *f = fopen("ranks.moves", "w");
if (!f)
{
fprintf(stderr, "ERROR, could not save results!\n");
return;
}
historyTable->iterReset();
while (!historyTable->iterDone())
{
hs = (historyState*)historyTable->iterNext();
fprintf(f, "%lu\t%llu\n", hs->hash, hs->value);
}
fflush(f);
fclose(f);
//exit(0);
}
double Player::cutoffEval(unsigned int who)
{
return score(who);
}
void Player::cutoffEvals(std::vector<double> &values)
{
values.resize(0);
for (unsigned int x = 0; x < g->getNumPlayers(); x++)
values.push_back(cutoffEval(x));
}
} // namespace hearts