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/* $Id: minimax.c,v 1.1.1.1 1995/07/25 11:55:21 sverrehu Exp $ */
/**************************************************************************
*
* FILE minimax.c
*
* DESCRIPTION General routines for doing simple minimax game tree
* search. The caller supplies helper functions for doing
* everything that is not directly a part of the algorithm.
*
* WRITTEN BY Sverre H. Huseby & Glenn Terje Lines
*
**************************************************************************/
#include <stdlib.h>
#include <stdio.h>
#include "minimax.h"
/**************************************************************************
* *
* P R I V A T E D A T A *
* *
**************************************************************************/
/*
* Define RANDOM_CHOICE to have the routine choose randomly among moves
* giving equal scores. The main part of the program should use srand()
* to initialize the random number generator.
*/
#define RANDOM_CHOICE
/*
* User supplied callback functions.
*/
static void (*pushBoard)(void);
static void (*popBoard)(void);
static PMove *(*getMoves)(Player, int *);
static Player (*doMove)(Player, PMove);
static void (*undoMove)(Player, PMove);
static Score (*evalBoard)(Player);
/**************************************************************************
* *
* P R I V A T E F U N C T I O N S *
* *
**************************************************************************/
/*-------------------------------------------------------------------------
*
* NAME recMiniMax
*
* FUNCTION Do recursive min/max.
*
* INPUT player the player to evaluate.
* move the move to do for this player.
* depth max recursion depth.
*
* RETURNS The score for this move. A positive value indicates
* that the given player is in the lead after the move.
* A negative value means the opposite player is in the
* lead.
*
* DESCRIPTION This function is the core of the implementation.
*
*/
static Score recMiniMax(Player player, PMove move, int depth)
{
int q; /* my favourite counter */
PMove *newmove; /* array of pointers to possible following moves */
int numMoves; /* number of moves in this array */
Player nextPlayer; /* the player to do the move follwing */
Score ret; /* the score we'll return in the end */
Score tmp; /* the score for a single move */
pushBoard();
nextPlayer = doMove(player, move);
if (!depth) {
/*
* We have reached the max recursion depth, so we just evaluate
* the board with no more checking of moves.
*/
ret = evalBoard(player);
goto finish;
}
newmove = getMoves(nextPlayer, &numMoves);
if (!numMoves) {
/*
* No more moves for the next player. Just evaluate the board.
*/
ret = evalBoard(player);
goto finish;
}
/*
* Check all following moves, and choose the one maximizing
* the score for the player in question.
*/
ret = -INF_SCORE;
for (q = 0; q < numMoves; q++) {
tmp = recMiniMax(nextPlayer, *newmove, depth - 1);
if (tmp > ret)
ret = tmp;
++newmove;
}
if (player != nextPlayer)
ret = -ret;
finish:
undoMove(player, move);
popBoard();
return ret;
}
/**************************************************************************
* *
* P U B L I C F U N C T I O N S *
* *
**************************************************************************/
/*-------------------------------------------------------------------------
*
* NAME miniMax
*
* FUNCTION Get the best move for a given player.
*
* INPUT Several userdefined callback functions:
* fncPushBoard
* This is called at the start of each level
* in the recursion. If neccessary it should save
* the status of the board, so it can be restored
* later. This is neccessary if fncUndoMove() is
* unable to undo a move.
* fncPopBoard
* This is called at the end of each level in the
* recursion. It can be used to restore the board.
* fncGetMoves
* Return an array of pointers to the possible
* moves for the given player. Also return the
* number of moves in this array through the pointer
* to the integer. Return NULL if there are no
* possible moves to do.
* The functions in this file don't know what a
* move is, but only what pointers to moves are.
* Therefore, this is an array of pointers to moves,
* not an array of moves.
* It is important that this array lasts through all
* sublevels of the recursion from where it is
* requested. You will probably use fncPushBoard()
* and fncPopBoard() to maintain a list of arrays
* to choose from.
* fncDoMove
* This is also called at the start of each recursion
* level.
* Update the board with the given move. Also, return
* the player that is to move next. For some games
* this may be the player that just moved.
* fncUndoMove
* Undo the given move. The move to undo is always the
* move most recently done. If undoing is hard, you can
* leave it to fncPopBoard() instead, since they
* are both called at the end of a recursion level.
* fncUndoMove() is called before fncPopBoard().
* fncEvalBoard
* function evaluating the current state of the
* board for the player supplied. This function should
* return a positive value if the player is in the
* lead, or a negative value if the opposite player
* is in the lead. A higher (absolute) value indicates
* a better lead.
* player the player to evaluate.
* maxPly max recursion depth.
*
* RETURNS Pointer to the best move to make, or NULL if no move
* available. For some games NULL means game over, for other
* games, it just means that it's the other player's turn.
* You should check the state of the game between each call
* to this function.
*
* Note that the pointer returned points into the array
* returned by fncGetMoves(), so you shouldn't overwrite
* this array before using the move.
*
* DESCRIPTION This is the front end to the minimax algorithm.
* It sets it all up, and uses recMiniMax() to check each
* possible move.
*
*/
PMove miniMax(
void (*fncPushBoard)(void),
void (*fncPopBoard)(void),
PMove *(*fncGetMoves)(Player, int *),
Player (*fncDoMove)(Player, PMove),
void (*fncUndoMove)(Player, PMove),
Score (*fncEvalBoard)(Player),
Player player,
int maxPly
)
{
int q; /* a counter variable */
PMove *move; /* array of pointerts to possible moves to make */
int numMoves; /* number of moves in this array */
PMove bestMove; /* the best move so far */
Score v; /* value for a single move */
Score bestValue; /* the value of the best move so far */
/*
* Set up the callback functions for the recursive routine.
*/
pushBoard = fncPushBoard;
popBoard = fncPopBoard;
getMoves = fncGetMoves;
doMove = fncDoMove;
undoMove = fncUndoMove;
evalBoard = fncEvalBoard;
/*
* Now loop through all possible moves for the given player,
* and find the one with the highest score according to the
* minimax algorithm. If there are no possible moves left,
* we return NULL.
*/
bestMove = NULL;
move = getMoves(player, &numMoves);
bestValue = -INF_SCORE;
for (q = 0; q < numMoves; q++) {
v = recMiniMax(player, *move, maxPly - 1);
#ifdef RANDOM_CHOICE
/*
* If this value equals the previous best value, we choose
* randomly whether we should use this one instead.
*/
if (v > bestValue || (v == bestValue && (rand() & 1))) {
#else
if (v >= bestValue) {
#endif
bestValue = v;
bestMove = *move;
}
++move;
}
return bestMove;
}
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