Пример #1
0
const MoveTuple AlphaBeta::getNumMoveTuples(MoveArray & moves, const TTLookupValue & TTval, const IDType & playerToMove, const size_t & depth) const
{
	// if we are doing opponent modeling, there is just one move to do
	if (_params.usePlayerModel(playerToMove))
	{
		return 1;
	}

	// if there is a transposition table entry for this state
	if (TTval.found())
	{
		// if there was a valid move found with higher depth, just do that one
		const AlphaBetaMove & abMove = getAlphaBetaMove(TTval, playerToMove);
		if ((TTval.entry()->getDepth() >= depth) && abMove.isValid() && (abMove.moveTuple() < moves.numMoveTuples()))
		{
			return 1;
		}
	}

	// otherwise, it's the number of possible moves + number of ordered moves
	return moves.numMoveTuples();
}
// get desired move tuple for this player's strategy
const MoveTuple Player_Random::getMoveTuple(GameState & state, const MoveArray & moves)
{
	//boost::random::uniform_int_distribution<> dist(0, moves.numMoveTuples() - 1);
		
	return rand() % moves.numMoveTuples();
}
Пример #3
0
void AlphaBeta::generateOrderedMoves(GameState & state, MoveArray & moves, const TTLookupValue & TTval, const IDType & playerToMove, const size_t & depth)
{
	// get the array where we will store the moves and clear it
	Array<MoveTuple, Search::Constants::Max_Ordered_Moves> & orderedMoves(_orderedMoves[depth]);
	orderedMoves.clear();

	// if we are using opponent modeling, get the move and then return, we don't want to put any more moves in
	if (_params.usePlayerModel(playerToMove))
	{
		MoveTuple playerModelMove = _params.getPlayer(playerToMove)->getMoveTuple(state, moves);
		orderedMoves.add(playerModelMove);
		return;
	}

	// if there is a transposition table entry for this state
	if (TTval.found())
	{
		// get the abMove we stored for this player
		const AlphaBetaMove & abMove = getAlphaBetaMove(TTval, playerToMove);

		// here we get an incorrect move from the transposition table
		if (abMove.moveTuple() >= moves.numMoveTuples())
		{
			HashType h0 = state.calculateHash(0);
			HashType h1 = state.calculateHash(1);

			MoveArray moves2;
			state.generateMoves(moves2, playerToMove);
			// figure out why
			//fprintf(stderr, "Something very wrong, this tuple (%d) doesn't exist, only (%d) moves\n", (int)abMove.moveTuple(), (int)moves.numMoveTuples());
		}

		_results.ttFoundCheck++;

		// Two checks:
		// 1) Is the move 'valid' ie: was it actually set inside the TT
		// 2) Is it a valid tuple number for this move set? This guards against double
		//    hash collision errors. Even if it is a collision, this is just a move
		//    ordering, so no errors should occur.
		if (abMove.isValid() && (abMove.moveTuple() < moves.numMoveTuples()))
		{
			orderedMoves.add(abMove.moveTuple());
			_results.ttMoveOrders++;
			return;
		}
		else
		{
			_results.ttFoundButNoMove++;
		}
	}

	// if we are using script modeling, insert the script moves we want
	if (_params.useScriptMoveFirst())
	{
		for (size_t s(0); s<_allScripts.size(); s++)
		{
			MoveTuple scriptMove = _allScripts[s]->getMoveTuple(state, moves);

			orderedMoves.addUnique(scriptMove);
		}
	}
}