/usr/include/claw/game_ai.hpp is in libclaw-dev 1.7.4-2.
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CLAW - a C++ Library Absolutely Wonderful
CLAW is a free library without any particular aim but being useful to
anyone.
Copyright (C) 2005 Sébastien Angibaud
Copyright (C) 2005-2011 Julien Jorge
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
contact: julien.jorge@gamned.org
*/
/**
* \file game_ai.hpp
* \brief Artificial intelligence for games.
* \author Julien Jorge, Sébastien Angibaud
*/
#ifndef __CLAW_GAME_AI_HPP__
#define __CLAW_GAME_AI_HPP__
#include <list>
namespace claw
{
namespace ai
{
namespace game
{
//**************************** game_state ********************************
/**
* \brief A state of a game.
*
* \b Template \b parameters:
* - \param Action: a type representing an action of a player.
* - \param Numeric: the type used for evaluationg the players' scores.
*
* \author Julien Jorge
*/
template<typename Action, typename Numeric = int>
class game_state
{
public:
/** \brief The type used for evaluationg the players' scores. */
typedef Numeric score;
/** \brief A type representing an action of a player. */
typedef Action action;
public:
virtual ~game_state();
/** \brief Evaluate this state of the game. */
virtual score evaluate() const = 0;
static score min_score();
static score max_score();
/**
* \brief Get all actions that can be done from this state.
* \param l (out) The actions.
*/
virtual void next_actions( std::list<action>& l ) const = 0;
/**
* \brief Get a new state obtained when applying an action.
* \param a The action to apply.
* \return The state resulting from this action.
*/
virtual game_state* do_action( const action& a ) const = 0;
/** \brief Tell if the game is over. */
virtual bool final() const = 0;
protected :
score fit( score score_val ) const;
protected :
/** \brief Minimal score that can be given to a state. */
static const score s_min_score;
/** \brief Maximal score that can be given to a state. */
static const score s_max_score;
}; // class game_state
//**************************** action_eval ******************************
/**
* \brief A score associated with an action.
*
* \b Template \b parameters:
* - \a Action: the type of the action,
* - \a Action: the type of the evaluation.
*/
template <typename Action, typename Numeric>
class action_eval
{
public:
action_eval( const Action& a, const Numeric& e);
bool operator< ( const action_eval& ae ) const;
//bool operator==( const action_eval& ae ) const;
public:
/** \brief The action. */
Action action;
/** \brief The score of the action. */
Numeric eval;
}; // class action_eval
//*************************** min_max ***********************************
/**
* \brief Find an action with the MinMax algorithm.
*
* \b Template \b parameters:
* - \a State: the type of a state of the game. Must inherit from
* game_state.
*
* \author Julien Jorge
*/
template <typename State>
class min_max
{
public:
/** \brief The type of a state in the game. */
typedef State state;
/** \brief The type of the actions that change the state of the game. */
typedef typename State::action action;
/** \brief The type used to represent the score. */
typedef typename State::score score;
score operator()
( int depth, const state& current_state, bool computer_turn ) const;
}; // class min_max
//*************************** alpha_beta ********************************
/**
* \brief Find an action with the alpha-beta algorithm.
*
* \b Template \b parameters:
* - \a State: the type of a state of the game. Must inherit from
* game_state.
*
* \author Julien Jorge, Sébastien Angibaud
*/
template <typename State>
class alpha_beta
{
public:
/** \brief The type of a state in the game. */
typedef State state;
/** \brief The type of the actions that change the state of the game. */
typedef typename State::action action;
/** \brief The type used to represent the score. */
typedef typename State::score score;
score operator()
( int depth, const state& current_state, bool computer_turn ) const;
private:
score compute
( int depth, const state& current_state, bool computer_turn,
score alpha, score beta ) const;
}; // class alpha_beta
//*************************** select_action *****************************
/**
* \brief Select an action using a given method (min_max, alpha_beta).
*
* \b Template \b parameters:
* - \a Method: the method to use to evaluate the actions.
*
* \author Julien Jorge, Sébastien Angibaud
*/
template<typename Method>
class select_action
{
public:
/** \brief The type of a state in the game. */
typedef typename Method::state state;
/** \brief The type of the actions that change the state of the game. */
typedef typename Method::action action;
/** \brief The type used to represent the score. */
typedef typename Method::score score;
void operator()
( int depth, const state& current_state, action& new_action,
bool computer_turn ) const;
}; // class select_action
//************************ select_random_action *************************
/**
* \brief Select a random action among the best ones.
*
* \b Template \b parameters:
* - \a Method: the method to use to evaluate the actions.
*
* \author Julien Jorge, Sébastien Angibaud
*/
template<typename Method>
class select_random_action
{
public:
/** \brief The type of a state in the game. */
typedef typename Method::state state;
/** \brief The type of the actions that change the state of the game. */
typedef typename Method::action action;
/** \brief The type used to represent the score. */
typedef typename Method::score score;
void operator()( int depth, const state& current_state,
action& new_action, bool computer_turn ) const;
}; // class select_random_action
} // namespace game
} // namespace it
} // namespace claw
#include <claw/impl/game_ai.tpp>
#endif // __CLAW_IA_JEUX_HPP__
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