Example #1
0
vector<Move> AgentPNS::get_pv() const {
	vector<Move> pv;

	const Node * n = & root;
	char turn = rootboard.toplay();
	while(n && !n->children.empty()){
		Move m = return_move(n, turn);
		pv.push_back(m);
		n = find_child(n, m);
		turn = 3 - turn;
	}

	if(pv.size() == 0)
		pv.push_back(Move(M_RESIGN));

	return pv;
}
Example #2
0
vector<Move> Player::get_pv(){
	vector<Move> pv;

	Node * r, * n = & root;
	char turn = rootboard.toplay();
	while(!n->children.empty()){
		r = return_move(n, turn);
		if(!r) break;
		pv.push_back(r->move);
		turn = 3 - turn;
		n = r;
	}

	if(pv.size() == 0)
		pv.push_back(Move(M_RESIGN));

	return pv;
}
Example #3
0
Player::Node * Player::genmove(double time, int max_runs, bool flexible){
	time_used = 0;
	int toplay = rootboard.toplay();

	if(rootboard.won() >= 0 || (time <= 0 && max_runs == 0))
		return NULL;

	Time starttime;

	stop_threads();

	if(runs)
		logerr("Pondered " + to_str(runs) + " runs\n");

	runs = 0;
	maxruns = max_runs;
	for(unsigned int i = 0; i < threads.size(); i++)
		threads[i]->reset();

	// if the move is forced and the time can be added to the clock, don't bother running at all
	if(!flexible || root.children.num() != 1){
		//let them run!
		start_threads();

		Alarm timer;
		if(time > 0)
			timer(time - (Time() - starttime), std::bind(&Player::timedout, this));

		//wait for the timer to stop them
		runbarrier.wait();
		CAS(threadstate, Thread_Wait_End, Thread_Wait_Start);
		assert(threadstate == Thread_Wait_Start);
	}

	if(ponder && root.outcome < 0)
		start_threads();

	time_used = Time() - starttime;

//return the best one
	return return_move(& root, toplay);
}