Example #1
0
void GameState::getValidMoves_(const std::vector<Direction>& prepend,
							   std::vector<Move>& acc) const
{
	for(int dir = DIR_BEGIN; dir < DIR_END; ++dir)
	{
		if(canMove(dir))
		{
			GameState newState = *this;
			newState.move((Direction) dir);
			std::vector<Direction> sequence = prepend;
			sequence.push_back((Direction) dir);
			if(newState.canRebound())
				newState.getValidMoves_(sequence, acc);
			else
				acc.push_back(Move(std::move(sequence), std::move(newState)));
		}
	}
}
Example #2
0
double ReboundAwareNaive::operator()(const GameState& state)
{
	return (player_ == PLAYER_1 ? naive1(state) : naive2(state)) +
		   r_ * state.canRebound() * (state.whoseTurn() == player_ ? 1 : -1);
}