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CLAW Library (a C++ Library Absolutely Wonderful) 1.5.5
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Find an action with the MinMax algorithm. More...
#include <game_ai.hpp>
Public Types | |
| typedef State | state |
| typedef State::action | action |
| typedef State::score | score |
Public Member Functions | |
| score | operator() (int depth, const state ¤t_state, bool computer_turn) const |
| Apply the min-max algorithm to find the best action. | |
Find an action with the MinMax algorithm.
Template parameters:
Definition at line 139 of file game_ai.hpp.
| typedef State::action claw::ai::game::min_max< State >::action |
Definition at line 143 of file game_ai.hpp.
| typedef State::score claw::ai::game::min_max< State >::score |
Definition at line 144 of file game_ai.hpp.
| typedef State claw::ai::game::min_max< State >::state |
Definition at line 142 of file game_ai.hpp.
| claw::ai::game::min_max< State >::score claw::ai::game::min_max< State >::operator() | ( | int | depth, |
| const state & | current_state, | ||
| bool | computer_turn | ||
| ) | const |
Apply the min-max algorithm to find the best action.
| depth | Depth of the search subtree we are allowed to explore. |
| current_state | The state of the game. |
| computer_turn | Tell if the next action is done by the computer. |
Definition at line 146 of file game_ai.tpp.
{
score score_val;
// we reached a final state or we are not allowed to search more.
if ( current_state.final() || (depth == 0) )
score_val = current_state.evaluate();
else
{
std::list<action> next_actions;
typename std::list<action>::const_iterator it;
state* new_state;
// get all reachable states
current_state.next_actions( next_actions );
if ( next_actions.empty() )
score_val = current_state.evaluate();
else if (computer_turn)
{
score_val = current_state.min_score();
for (it = next_actions.begin(); it!=next_actions.end(); ++it)
{
new_state=static_cast<state*>(current_state.do_action(*it));
// evaluate the action of the human player
score s = (*this)( depth-1, *new_state, false );
// and keep the best action he can do.
if (s > score_val)
score_val = s;
delete new_state;
}
}
else // human player's turn
{
score_val = current_state.max_score();
for (it = next_actions.begin(); it!=next_actions.end(); ++it)
{
new_state=static_cast<state*>(current_state.do_action(*it));
// evaluate the action of the computer player
score s = (*this)( depth-1, *new_state, true );
// and keep the worst action he can do
if (s < score_val)
score_val = s;
delete new_state;
}
}
}
return score_val;
} // min_max::operator()
1.7.3