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sumanta.chaudhuri |
/*
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connect6.cpp
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June 9, 2011
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This file contains the game AI
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By Kevin Nam
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*/
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//#include <time.h>
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//#include <stdlib.h>
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//
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//#include "util.h"
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//#include "connect6.h"
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// Subtract this many points for moves at the edges.
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#define EDGEPENALTY 5
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using namespace std;
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/* The cost function simply counts all of the consecutive stones of same colour in
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every direction from the spot for which the points is being calculated.
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Ex:
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.DDLL
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.DLDD
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DXDDD
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...D.
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Above, X is the spot being calculated.
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The points would be 2 (above) + 2(topright) + 3(right) + 1 (left) = 8.
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It treats opponent's stones and own stones with equal weighting.
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Return 0 if the spot y,x is already taken, else return the calculated value
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*/
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static int char_to_int(short x){
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if(x>=48)
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return x-48;
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else
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return 0;
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}
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static int calculatepoints_synth(unsigned char board[19][19], short y, short x, char colour8){
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#pragma bitsize x 6
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#pragma bitsize y 6
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short pts = 0, tempx = x, tempy = y, tcount = 0,bcount = 0;
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#pragma bitsize pts 8
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#pragma bitsize tempx 6
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#pragma bitsize tempy 6
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#pragma bitsize tcount 3
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#pragma bitsize bcount 3
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char lcount = 0,rcount = 0,trcount = 0,tlcount = 0,brcount = 0,blcount = 0;
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#pragma bitsize rcount 3
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#pragma bitsize lcount 3
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#pragma bitsize trcount 3
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#pragma bitsize tlcount 3
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#pragma bitsize brcount 3
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#pragma bitsize blcount 3
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char tcolour = 0,bcolour = 0,lcolour = 0,rcolour = 0,tlcolour = 0,trcolour = 0,brcolour = 0,blcolour = 0;
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#pragma bitsize rcolour 2
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#pragma bitsize lcolour 2
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#pragma bitsize trcolour 2
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#pragma bitsize tlcolour 2
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#pragma bitsize brcolour 2
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#pragma bitsize blcolour 2
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unsigned char colour;
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#pragma bitsize colour 2
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colour= (colour8==68) ? 1 : 2;
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if (board[y][x] != 0)
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return 0;
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// scan column above
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if (y > 0){
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tempy = y-1;
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tempx = x;
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tcolour = board[tempy][tempx];
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for(tempy=y-1;tempy > y-6;tempy--){
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if (tempy == 0) break;
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if (board[tempy][tempx] != tcolour || board[tempy][tempx] == 0) break;
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tcount++;
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}
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}
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// // scan column above
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// if (y > 0){
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// tempy = y-1;
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// tempx = x;
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// tcolour = board[tempy][tempx];
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// while (1){
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// if (board[tempy][tempx] != tcolour || board[tempy][tempx] == 0) break;
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// tcount++;
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// if (tempy == 0) break;
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// tempy--;
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// }
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// }
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// scan column below
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if (y < 18){
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tempy = y+1;
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tempx = x;
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bcolour = board[tempy][tempx];
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for(tempy=y+1;tempy < y+6;tempy++){
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if (tempy == 18) break;
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if (board[tempy][tempx] != bcolour || board[tempy][tempx] == 0) break;
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bcount++;
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}
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}
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// // scan column below
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// if (y < 18){
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// tempy = y+1;
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// tempx = x;
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// bcolour = board[tempy][tempx];
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// while (1){
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// if (board[tempy][tempx] != bcolour || board[tempy][tempx] == 0) break;
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// bcount++;
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// if (tempy == 18) break;
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// tempy++;
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// }
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// }
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// scan row to left
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if (x > 0){
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tempy = y;
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tempx = x-1;
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lcolour = board[tempy][tempx];
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for(tempx=x-1;tempx > x-6;tempx--){
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if (tempx == 0) break;
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if (board[tempy][tempx] != lcolour || board[tempy][tempx] == 0) break;
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lcount++;
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}
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}
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// // scan row to left
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// if (x > 0){
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// tempy = y;
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// tempx = x-1;
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// lcolour = board[tempy][tempx];
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// while (1){
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// if (board[tempy][tempx] != lcolour || board[tempy][tempx] == 0) break;
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// lcount++;
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// if (tempx == 0) break;
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// tempx--;
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// }
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// }
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// scan row to right
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if (x < 18){
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tempy = y;
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tempx = x+1;
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rcolour = board[tempy][tempx];
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for(tempx=x+1;tempx < x+6;tempx++){
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if (tempx == 18) break;
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if (board[tempy][tempx] != rcolour || board[tempy][tempx] == 0) break;
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rcount++;
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}
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}
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// // scan row to right
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// if (x < 18){
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// tempy = y;
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// tempx = x+1;
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// rcolour = board[tempy][tempx];
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// while (1){
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// if (board[tempy][tempx] != rcolour || board[tempy][tempx] == 0) break;
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// rcount++;
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// if (tempx == 18) break;
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// tempx++;
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// }
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// }
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// scan diagonal topleft
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if (x > 0 && y > 0){
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tempy = y-1;
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tempx = x-1;
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tlcolour = board[tempy][tempx];
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while ((tempx > x-6) && (tempy > y-6)){
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if (tempx == 0 || tempy == 0) break;
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if (board[tempy][tempx] != tlcolour || board[tempy][tempx] == 0) break;
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tlcount++;
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tempx--;
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tempy--;
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}
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}
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// scan diagonal bottomright
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if (x < 18 && y < 18){
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tempy = y+1;
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tempx = x+1;
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brcolour = board[tempy][tempx];
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while ((tempx < x+6) && (tempy < y+6)){
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if (tempx == 18 || tempy == 18) break;
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if (board[tempy][tempx] != brcolour || board[tempy][tempx] == 0) break;
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brcount++;
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tempx++;
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tempy++;
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}
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}
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// scan diagonal topright
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if (x < 18 && y > 0){
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tempy = y-1;
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tempx = x+1;
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trcolour = board[tempy][tempx];
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while ((tempx < x+6) && (tempy > y-6)){
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if (tempx == 18 || tempy == 0) break;
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if (board[tempy][tempx] != trcolour || board[tempy][tempx] == 0) break;
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trcount++;
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tempx++;
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tempy--;
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}
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}
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// scan diagonal bottomleft
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if (y < 18 && x > 0){
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tempy = y+1;
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tempx = x-1;
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blcolour = board[tempy][tempx];
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while ((tempx > x-6) && (tempy < y+6)){
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if (tempy == 18 || tempx == 0) break;
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if (board[tempy][tempx] != blcolour || board[tempy][tempx] == 0) break;
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blcount++;
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tempy++;
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tempx--;
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}
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}
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/// Now calculate the points
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// Check if this is a winning move. Priority #1.
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if ((tcount >= 5 && tcolour == colour) ||
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(bcount >= 5 && bcolour == colour) ||
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(lcount >= 5 && lcolour == colour) ||
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(rcount >= 5 && rcolour == colour) ||
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(tlcount >= 5 && tlcolour == colour) ||
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(trcount >= 5 && trcolour == colour) ||
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(brcount >= 5 && brcolour == colour) ||
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(blcount >= 5 && blcolour == colour) ||
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(tcount + bcount >= 5 && tcolour == colour && bcolour == colour) ||
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(lcount + rcount >= 5 && lcolour == colour && rcolour == colour) ||
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(tlcount + brcount >= 5 && tlcolour == colour && brcolour == colour) ||
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(trcount + blcount >= 5 && trcolour == colour && blcolour == colour))
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return 1000;
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// Check if this move can stop opponent from winning. This move is priority #2.
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if ((tcount >= 4 && tcolour != colour) ||
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(bcount >= 4 && bcolour != colour) ||
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(lcount >= 4 && lcolour != colour) ||
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(rcount >= 4 && rcolour != colour) ||
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(tlcount >= 4 && tlcolour != colour) ||
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(trcount >= 4 && trcolour != colour) ||
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(brcount >= 4 && brcolour != colour) ||
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(blcount >= 4 && blcolour != colour) ||
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(tcount + bcount >= 4 && tcolour != colour && bcolour != colour) ||
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(lcount + rcount >= 4 && lcolour != colour && rcolour != colour) ||
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(tlcount + brcount >= 4 && tlcolour != colour && brcolour != colour) ||
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(trcount + blcount >= 4 && trcolour != colour && blcolour != colour))
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return 500;
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// Else sum up the counts, use this as the points.
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pts = tcount + bcount + lcount + rcount + tlcount + trcount + blcount + brcount + 1;
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// If at an edge, lower the points
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if (x == 0 || x == 18 || y == 0 || y == 18){
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if (pts >= EDGEPENALTY)
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pts -= EDGEPENALTY;
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else
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pts = 0;
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}
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| 261 |
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return pts;
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| 262 |
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}
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| 263 |
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/*
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The AI Function that calls the cost function for every spot on the board.
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It returns the location with the highest points. In the event of a tie, randomly decide.
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| 267 |
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Input the board and the colour being played.
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| 268 |
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Puts the move (in ASCII chars) inside move[4]. This is from [1 ... 19]
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Puts the move (in integers) in moveY and moveX. This is from [0 ... 18]
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| 270 |
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*/
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| 271 |
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int connect6ai_synth(int firstmove,char movein[8], char colour, char moveout[8]){
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| 272 |
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#pragma bitsize firstmove 8
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| 273 |
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short x,y,highx = 0, highy = 0,currenthigh = 0, temp;
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| 274 |
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#pragma bitsize x 6
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| 275 |
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#pragma bitsize y 6
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| 276 |
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#pragma bitsize highx 6
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| 277 |
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#pragma bitsize highy 6
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| 278 |
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#pragma bitsize currenthigh 6
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| 279 |
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#pragma bitsize temp 6 // one bit more for short
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| 280 |
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//srand(time(NULL));
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| 281 |
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static unsigned char myboard[19][19] ;//= {{ 0 }};
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| 282 |
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#pragma bitsize myboard 2
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| 283 |
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#pragma internal_blockram myboard
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| 284 |
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#pragma preserve_array myboard
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| 285 |
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char highRandom = 1;//rand();
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| 286 |
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#pragma bitsize highRandom 2
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| 287 |
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if(firstmove==0 || firstmove ==1){
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| 288 |
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int i,j;
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| 289 |
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for (i=0;i<19;i++)
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| 290 |
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for (j=0;j<19;j++)
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| 291 |
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myboard[i][j]=0;
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| 292 |
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}
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| 293 |
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//-------------------------------------------------------------------------
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| 294 |
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if((firstmove >= 1)){
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| 295 |
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//update the board
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| 296 |
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y = char_to_int(movein[0])*10 + char_to_int(movein[1]) - 1;
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| 297 |
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x = char_to_int(movein[2])*10 + char_to_int(movein[3]) - 1;
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| 298 |
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if(colour==68)//'D')
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| 299 |
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myboard[y][x] = (char)2;//76;//'L';
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| 300 |
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else
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| 301 |
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myboard[y][x] = (char)1;//68;//'D';
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| 302 |
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}
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| 303 |
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if((firstmove >=3)){
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| 304 |
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//update the board
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| 305 |
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y = char_to_int(movein[4])*10 + char_to_int(movein[5]) - 1;
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| 306 |
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x = char_to_int(movein[6])*10 + char_to_int(movein[7]) - 1;
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| 307 |
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if(colour==68)//'D')
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| 308 |
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myboard[y][x] = (char)2;//76;//'L';
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| 309 |
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else
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| 310 |
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myboard[y][x] = (char)1;//68;//'D';
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| 311 |
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}
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| 312 |
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//printf("MYBOARD\n");
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| 313 |
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//print_board(myboard);
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| 314 |
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// Sweep the entire myboard with the cost function
|
| 315 |
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for (x = 0; x <= 18; x++){
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| 316 |
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for (y = 0; y <= 18; y++){
|
| 317 |
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| 318 |
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temp = calculatepoints_synth(myboard,y,x, colour);
|
| 319 |
|
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if (temp > currenthigh){
|
| 320 |
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highx = x;
|
| 321 |
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highy = y;
|
| 322 |
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currenthigh = temp;
|
| 323 |
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highRandom =1;// rand();
|
| 324 |
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}
|
| 325 |
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// If a tie happens, pseudo-randomly choose one between them
|
| 326 |
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if (temp == currenthigh && temp != 0){
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| 327 |
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int tempRandom = 1;//rand();
|
| 328 |
|
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if (tempRandom > highRandom){
|
| 329 |
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highx = x;
|
| 330 |
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highy = y;
|
| 331 |
|
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highRandom = tempRandom;
|
| 332 |
|
|
}
|
| 333 |
|
|
}
|
| 334 |
|
|
}
|
| 335 |
|
|
}
|
| 336 |
|
|
|
| 337 |
|
|
// Modify the myboard based on current move.
|
| 338 |
|
|
|
| 339 |
|
|
myboard[highy][highx] = (colour==68) ? 1 : 2 ;
|
| 340 |
|
|
|
| 341 |
|
|
// Increment by 1 because indexing starts at 1.
|
| 342 |
|
|
highy++;
|
| 343 |
|
|
highx++;
|
| 344 |
|
|
|
| 345 |
|
|
/// Convert the int coordinates to corresponding ASCII chars
|
| 346 |
|
|
if (highy >= 10){
|
| 347 |
|
|
moveout[0] = '1';
|
| 348 |
|
|
highy -= 10;
|
| 349 |
|
|
} else {
|
| 350 |
|
|
moveout[0] = '0';
|
| 351 |
|
|
}
|
| 352 |
|
|
if (highy == 0) moveout[1] = '0';
|
| 353 |
|
|
else if (highy == 1) moveout[1] = '1';
|
| 354 |
|
|
else if (highy == 2) moveout[1] = '2';
|
| 355 |
|
|
else if (highy == 3) moveout[1] = '3';
|
| 356 |
|
|
else if (highy == 4) moveout[1] = '4';
|
| 357 |
|
|
else if (highy == 5) moveout[1] = '5';
|
| 358 |
|
|
else if (highy == 6) moveout[1] = '6';
|
| 359 |
|
|
else if (highy == 7) moveout[1] = '7';
|
| 360 |
|
|
else if (highy == 8) moveout[1] = '8';
|
| 361 |
|
|
else if (highy == 9) moveout[1] = '9';
|
| 362 |
|
|
|
| 363 |
|
|
// Do same for x.
|
| 364 |
|
|
if (highx >= 10){
|
| 365 |
|
|
moveout[2] = '1';
|
| 366 |
|
|
highx -= 10;
|
| 367 |
|
|
} else {
|
| 368 |
|
|
moveout[2] = '0';
|
| 369 |
|
|
}
|
| 370 |
|
|
if (highx == 0) moveout[3] = '0';
|
| 371 |
|
|
else if (highx == 1) moveout[3] = '1';
|
| 372 |
|
|
else if (highx == 2) moveout[3] = '2';
|
| 373 |
|
|
else if (highx == 3) moveout[3] = '3';
|
| 374 |
|
|
else if (highx == 4) moveout[3] = '4';
|
| 375 |
|
|
else if (highx == 5) moveout[3] = '5';
|
| 376 |
|
|
else if (highx == 6) moveout[3] = '6';
|
| 377 |
|
|
else if (highx == 7) moveout[3] = '7';
|
| 378 |
|
|
else if (highx == 8) moveout[3] = '8';
|
| 379 |
|
|
else if (highx == 9) moveout[3] = '9';
|
| 380 |
|
|
//-------------------------------------------------------------------------
|
| 381 |
|
|
highx = 0; highy = 0;currenthigh = 0; highRandom = 1;
|
| 382 |
|
|
//-------------------------------------------------------------------------
|
| 383 |
|
|
if(firstmove>=1){
|
| 384 |
|
|
// Sweep the entire myboard with the cost function
|
| 385 |
|
|
for (x = 0; x <= 18; x++){
|
| 386 |
|
|
for (y = 0; y <= 18; y++){
|
| 387 |
|
|
//printf("%d %d\n",y,x);
|
| 388 |
|
|
temp = calculatepoints_synth(myboard,y,x, colour);
|
| 389 |
|
|
//printf("%d \n",temp);
|
| 390 |
|
|
if (temp > currenthigh){
|
| 391 |
|
|
highx = x;
|
| 392 |
|
|
highy = y;
|
| 393 |
|
|
currenthigh = temp;
|
| 394 |
|
|
highRandom = 1;//rand();
|
| 395 |
|
|
}
|
| 396 |
|
|
// If a tie happens, pseudo-randomly choose one between them
|
| 397 |
|
|
if (temp == currenthigh && temp != 0){
|
| 398 |
|
|
int tempRandom = 1;//rand();
|
| 399 |
|
|
if (tempRandom > highRandom){
|
| 400 |
|
|
highx = x;
|
| 401 |
|
|
highy = y;
|
| 402 |
|
|
highRandom = tempRandom;
|
| 403 |
|
|
}
|
| 404 |
|
|
}
|
| 405 |
|
|
}
|
| 406 |
|
|
}
|
| 407 |
|
|
|
| 408 |
|
|
// Modify the myboard based on current move.
|
| 409 |
|
|
myboard[highy][highx] = (colour==68) ? 1 :2 ;
|
| 410 |
|
|
|
| 411 |
|
|
// Increment by 1 because indexing starts at 1.
|
| 412 |
|
|
highy++;
|
| 413 |
|
|
highx++;
|
| 414 |
|
|
|
| 415 |
|
|
/// Convert the int coordinates to corresponding ASCII chars
|
| 416 |
|
|
if (highy >= 10){
|
| 417 |
|
|
moveout[4] = '1';
|
| 418 |
|
|
highy -= 10;
|
| 419 |
|
|
} else {
|
| 420 |
|
|
moveout[4] = '0';
|
| 421 |
|
|
}
|
| 422 |
|
|
if (highy == 0) moveout[5] = '0';
|
| 423 |
|
|
else if (highy == 1) moveout[5] = '1';
|
| 424 |
|
|
else if (highy == 2) moveout[5] = '2';
|
| 425 |
|
|
else if (highy == 3) moveout[5] = '3';
|
| 426 |
|
|
else if (highy == 4) moveout[5] = '4';
|
| 427 |
|
|
else if (highy == 5) moveout[5] = '5';
|
| 428 |
|
|
else if (highy == 6) moveout[5] = '6';
|
| 429 |
|
|
else if (highy == 7) moveout[5] = '7';
|
| 430 |
|
|
else if (highy == 8) moveout[5] = '8';
|
| 431 |
|
|
else if (highy == 9) moveout[5] = '9';
|
| 432 |
|
|
|
| 433 |
|
|
// Do same for x.
|
| 434 |
|
|
if (highx >= 10){
|
| 435 |
|
|
moveout[6] = '1';
|
| 436 |
|
|
highx -= 10;
|
| 437 |
|
|
} else {
|
| 438 |
|
|
moveout[6] = '0';
|
| 439 |
|
|
}
|
| 440 |
|
|
if (highx == 0) moveout[7] = '0';
|
| 441 |
|
|
else if (highx == 1) moveout[7] = '1';
|
| 442 |
|
|
else if (highx == 2) moveout[7] = '2';
|
| 443 |
|
|
else if (highx == 3) moveout[7] = '3';
|
| 444 |
|
|
else if (highx == 4) moveout[7] = '4';
|
| 445 |
|
|
else if (highx == 5) moveout[7] = '5';
|
| 446 |
|
|
else if (highx == 6) moveout[7] = '6';
|
| 447 |
|
|
else if (highx == 7) moveout[7] = '7';
|
| 448 |
|
|
else if (highx == 8) moveout[7] = '8';
|
| 449 |
|
|
else if (highx == 9) moveout[7] = '9';
|
| 450 |
|
|
}
|
| 451 |
|
|
//-------------------------------------------------------------------------
|
| 452 |
|
|
//int i;
|
| 453 |
|
|
//for(i=0;i<8;i++) printf("%c",moveout[i]);
|
| 454 |
|
|
return 0;
|
| 455 |
|
|
}
|
| 456 |
|
|
|
| 457 |
|
|
|
| 458 |
|
|
|