[four-in-a-row/KaKnife/four-in-a-row-vala: 31/65] fixed whitespace in ai.vala
- From: Michael Catanzaro <mcatanzaro src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [four-in-a-row/KaKnife/four-in-a-row-vala: 31/65] fixed whitespace in ai.vala
- Date: Sun, 16 Dec 2018 03:19:15 +0000 (UTC)
commit f4c304cab847cbc53e8c02b751cf11d99968977e
Author: Jacob Humphrey <jacob ryan humphrey gmail com>
Date: Fri Dec 14 18:05:35 2018 -0600
fixed whitespace in ai.vala
src/ai.vala | 214 ++++++++++++++++++++++++++++++------------------------------
1 file changed, 107 insertions(+), 107 deletions(-)
---
diff --git a/src/ai.vala b/src/ai.vala
index e1b8b0d..6e1af52 100644
--- a/src/ai.vala
+++ b/src/ai.vala
@@ -7,7 +7,7 @@
* Four-in-a-row is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ *(at your option) any later version.
*
* Four-in-a-row is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
@@ -28,10 +28,10 @@ const int BOARD_COLUMNS = 7;
enum Player { NONE, HUMAN, AI; }
enum Difficulty { EASY, MEDIUM, HARD; }
-public int playgame (string moves_until_now)
+public int playgame(string moves_until_now)
{
- var t = new DecisionTree ();
- return t.playgame (moves_until_now);
+ var t = new DecisionTree();
+ return t.playgame(moves_until_now);
}
public class DecisionTree
@@ -48,36 +48,36 @@ public class DecisionTree
private Difficulty level;
/* Initializes an empty board */
- public DecisionTree ()
+ public DecisionTree()
{
- for (int i = 0; i < BOARD_ROWS; i++)
- for (int j = 0; j < BOARD_COLUMNS; j++)
+ for(int i = 0; i < BOARD_ROWS; i++)
+ for(int j = 0; j < BOARD_COLUMNS; j++)
board [i, j] = Player.NONE;
}
/* utility function for debugging purposes, prints a snapshot of current status of the board */
- public void print_board ()
+ public void print_board()
{
- for (int i = 0; i< BOARD_ROWS; i++)
+ for(int i = 0; i< BOARD_ROWS; i++)
{
- for (int j = 0; j < BOARD_COLUMNS; j++)
- stdout.printf ("%d\t", board [i, j]);
- stdout.printf ("\n");
+ for(int j = 0; j < BOARD_COLUMNS; j++)
+ stdout.printf("%d\t", board [i, j]);
+ stdout.printf("\n");
}
- stdout.printf ("\n");
+ stdout.printf("\n");
}
/* Recursively implements a negamax tree in memory with alpha-beta pruning. The function is first called
for the root node.
It returns the value of the current node. For nodes at height == 0, the value is determined by a
heuristic function. */
- private int negamax (int height, int alpha, int beta)
+ private int negamax(int height, int alpha, int beta)
{
/* base case of recursive function, returns if we have reached the lowest depth of DecisionTree or
the board if full */
- if (height == 0 || board_full ())
+ if(height == 0 || board_full())
{
- if (last_moving_player == Player.HUMAN)
- return heurist ();
- else if (last_moving_player == Player.AI)
- return -1 * heurist ();
+ if(last_moving_player == Player.HUMAN)
+ return heurist();
+ else if(last_moving_player == Player.AI)
+ return -1 * heurist();
else
return 0;
}
@@ -90,108 +90,108 @@ public class DecisionTree
Initialized with -1 because we do not know the column number yet. */
int next = -1;
- for (int column = 0; column < BOARD_COLUMNS; column++)
+ for(int column = 0; column < BOARD_COLUMNS; column++)
{
/* make a move into the i'th column */
- if (!move (column))
+ if(!move(column))
continue;
/* victory() checks if making a move in the i'th column results in a victory for
last_moving_player.
If so, multiply MAX_HEURIST_VALUE by a height factor to avoid closer threats first.
Or, we need to go further down the negamax tree. */
- int temp = victory (column) ? MAX_HEURIST_VALUE * height : -1 * negamax (height - 1, -1 * beta,
-1 * alpha);
+ int temp = victory(column) ? MAX_HEURIST_VALUE * height : -1 * negamax(height - 1, -1 * beta, -1
* alpha);
- unmove (column);
+ unmove(column);
- if (temp > max)
+ if(temp > max)
{
next = column;
max = temp;
}
- if (temp > alpha)
+ if(temp > alpha)
alpha = temp;
- if (alpha >= beta)
+ if(alpha >= beta)
break;
}
/* If it's the root node, asign the value of next to next_move_in_column */
- if (height == plies)
+ if(height == plies)
next_move_in_column = next;
return max;
}
/* all these functions return true if last_moving_player wins, or false */
- private bool victory (int column)
+ private bool victory(int column)
{
/* find the cell on which the last move was made */
int row;
- for (row = 0; row < BOARD_ROWS && board [row, column] == Player.NONE; row++);
+ for(row = 0; row < BOARD_ROWS && board [row, column] == Player.NONE; row++);
- return vertical_win (row, column) ||
- horizontal_win (row, column) ||
- forward_diagonal_win (row, column) ||
- backward_diagonal_win (row, column);
+ return vertical_win(row, column) ||
+ horizontal_win(row, column) ||
+ forward_diagonal_win(row, column) ||
+ backward_diagonal_win(row, column);
}
- private bool forward_diagonal_win (int i, int j)
+ private bool forward_diagonal_win(int i, int j)
{
int count = 0;
- for (int k = i, l = j; k >= 0 && l < BOARD_COLUMNS && board [k, l] == last_moving_player; k--, l++,
count++);
- for (int k = i + 1, l = j - 1; k < BOARD_ROWS && l >= 0 && board [k, l] == last_moving_player; k++,
l--, count++);
+ for(int k = i, l = j; k >= 0 && l < BOARD_COLUMNS && board [k, l] == last_moving_player; k--, l++,
count++);
+ for(int k = i + 1, l = j - 1; k < BOARD_ROWS && l >= 0 && board [k, l] == last_moving_player; k++,
l--, count++);
return count >= 4;
}
- private bool backward_diagonal_win (int i, int j)
+ private bool backward_diagonal_win(int i, int j)
{
int count = 0;
- for (int k = i, l = j; k >= 0 && l >= 0 && board [k, l] == last_moving_player; k--, l--, count++);
- for (int k = i + 1, l = j + 1; k < BOARD_ROWS && l < BOARD_COLUMNS && board [k, l] ==
last_moving_player; k++, l++, count++);
+ for(int k = i, l = j; k >= 0 && l >= 0 && board [k, l] == last_moving_player; k--, l--, count++);
+ for(int k = i + 1, l = j + 1; k < BOARD_ROWS && l < BOARD_COLUMNS && board [k, l] ==
last_moving_player; k++, l++, count++);
return count >= 4;
}
- private bool horizontal_win (int i, int j)
+ private bool horizontal_win(int i, int j)
{
int count = 0;
- for (int k = j; k >= 0 && board [i, k] == last_moving_player; k--, count++);
- for (int k = j + 1; k < BOARD_COLUMNS && board [i, k] == last_moving_player; k++, count++);
+ for(int k = j; k >= 0 && board [i, k] == last_moving_player; k--, count++);
+ for(int k = j + 1; k < BOARD_COLUMNS && board [i, k] == last_moving_player; k++, count++);
return count >= 4;
}
- private bool vertical_win (int i, int j)
+ private bool vertical_win(int i, int j)
{
int count = 0;
- for (int k = i; k < BOARD_ROWS && board [k, j] == last_moving_player; k++, count++);
+ for(int k = i; k < BOARD_ROWS && board [k, j] == last_moving_player; k++, count++);
return count >= 4;
}
/* returns true if the board is full, false if not */
- private bool board_full ()
+ private bool board_full()
{
- for (int i = 0 ; i < BOARD_COLUMNS ; i++)
- if (board [0, i] == Player.NONE)
+ for(int i = 0 ; i < BOARD_COLUMNS ; i++)
+ if(board [0, i] == Player.NONE)
return false;
return true;
}
/* makes a move into the column'th column. Returns true if the move was succesful, false if it wasn't */
- private bool move (int column)
+ private bool move(int column)
{
/* find the cell on which to move */
int row;
- for (row = BOARD_ROWS - 1; row >= 0 && board [row, column] != Player.NONE; row--);
+ for(row = BOARD_ROWS - 1; row >= 0 && board [row, column] != Player.NONE; row--);
- if (row < 0)
+ if(row < 0)
return false;
/* don't forget AI could make the first move */
@@ -203,12 +203,12 @@ public class DecisionTree
}
/* unmove the last move made in the column'th column */
- private void unmove (int column)
- requires (last_moving_player != Player.NONE)
+ private void unmove(int column)
+ requires(last_moving_player != Player.NONE)
{
/* find the cell on which the last move was made */
int row;
- for (row = 0; row < BOARD_ROWS && board [row, column] == Player.NONE; row++);
+ for(row = 0; row < BOARD_ROWS && board [row, column] == Player.NONE; row++);
board [row, column] = Player.NONE;
@@ -216,22 +216,22 @@ public class DecisionTree
}
/* vstr is the sequence of moves made until now. We update DecisionTree::board to reflect these sequence
of moves. */
- public void update_board (string vstr)
+ public void update_board(string vstr)
{
next_move_in_column = -1;
/* AI will make the first move, nothing to add to the board */
- if (vstr.length == 2) return;
+ if(vstr.length == 2) return;
var move = vstr.length % 2 == 0 ? Player.AI : Player.HUMAN;
- for (int i = 1; i < vstr.length - 1; i++)
+ for(int i = 1; i < vstr.length - 1; i++)
{
- int column = int.parse (vstr [i].to_string ()) - 1;
+ int column = int.parse(vstr [i].to_string()) - 1;
/* find the cell on which the move is made */
int row;
- for (row = BOARD_ROWS - 1; row >= 0 && board [row, column] != Player.NONE; row--);
+ for(row = BOARD_ROWS - 1; row >= 0 && board [row, column] != Player.NONE; row--);
board [row, column] = move;
@@ -243,7 +243,7 @@ public class DecisionTree
/* Check for immediate win of AI/HUMAN. It checks the current state of the board. Returns -1 if no
immediate win for Player P.
Otherwise returns the column number in which Player P should move to win. */
- private int immediate_win (Player p)
+ private int immediate_win(Player p)
{
Player old_last_moving_player = last_moving_player;
@@ -251,15 +251,15 @@ public class DecisionTree
bool player_wins = false;
int i;
- for (i = 0; i < BOARD_COLUMNS; i++)
+ for(i = 0; i < BOARD_COLUMNS; i++)
{
- if (!move (i))
+ if(!move(i))
continue;
- player_wins = victory (i);
- unmove (i);
+ player_wins = victory(i);
+ unmove(i);
- if (player_wins)
+ if(player_wins)
break;
}
@@ -270,63 +270,63 @@ public class DecisionTree
}
/* returns the column number in which the next move has to be made. Returns -1 if the board is full. */
- public int playgame (string vstr)
+ public int playgame(string vstr)
{
/* set the Difficulty level */
- set_level (vstr);
+ set_level(vstr);
/* update DecisionTree::board to reflect the moves made until now */
- update_board (vstr);
+ update_board(vstr);
/* if AI can win by making a move immediately, make that move;
main.c has indexing beginning from 1 instead of 0, hence, we add 1 */
- int temp = immediate_win (Player.AI);
- if (temp != -1)
+ int temp = immediate_win(Player.AI);
+ if(temp != -1)
return temp + 1;
/* if HUMAN can win by making a move immediately,
we make AI move in that column so as avoid loss */
- temp = immediate_win (Player.HUMAN);
- if (temp != -1)
+ temp = immediate_win(Player.HUMAN);
+ if(temp != -1)
return temp + 1;
/* call negamax tree on the current state of the board */
- negamax (plies, NEG_INF, -1 * NEG_INF);
+ negamax(plies, NEG_INF, -1 * NEG_INF);
/* return the column number in which next move should be made */
return next_move_in_column + 1;
}
/* The evaluation function to be called when we have reached the maximum depth in the DecisionTree */
- private int heurist ()
+ private int heurist()
{
- if (level == Difficulty.EASY)
- return heurist_easy ();
- else if (level == Difficulty.MEDIUM)
- return heurist_medium ();
+ if(level == Difficulty.EASY)
+ return heurist_easy();
+ else if(level == Difficulty.MEDIUM)
+ return heurist_medium();
else
- return heurist_hard ();
+ return heurist_hard();
}
- private int heurist_easy ()
+ private int heurist_easy()
{
- return -1 * heurist_hard ();
+ return -1 * heurist_hard();
}
- private int heurist_medium ()
+ private int heurist_medium()
{
- return Random.int_range (1, 49);
+ return Random.int_range(1, 49);
}
- private int heurist_hard ()
+ private int heurist_hard()
{
- var count = count_3_in_a_row (Player.AI) - count_3_in_a_row (Player.HUMAN);
- return count == 0 ? Random.int_range (1, 49) : count * 100;
+ var count = count_3_in_a_row(Player.AI) - count_3_in_a_row(Player.HUMAN);
+ return count == 0 ? Random.int_range(1, 49) : count * 100;
}
/* Count the number of threes in a row for Player P. It counts all those 3 which have an empty cell in
the vicinity to make it
four in a row. */
- private int count_3_in_a_row (Player p)
+ private int count_3_in_a_row(Player p)
{
int count = 0;
@@ -334,19 +334,19 @@ public class DecisionTree
last_moving_player = p;
- for (int j = 0; j < BOARD_COLUMNS; j++)
+ for(int j = 0; j < BOARD_COLUMNS; j++)
{
- for (int i = 0; i < BOARD_ROWS; i++)
+ for(int i = 0; i < BOARD_ROWS; i++)
{
- if (board [i, j] != Player.NONE)
+ if(board [i, j] != Player.NONE)
break;
- if (all_adjacent_empty (i, j))
+ if(all_adjacent_empty(i, j))
continue;
board [i, j] = p;
- if (victory (j))
+ if(victory(j))
count++;
board [i, j] = Player.NONE;
@@ -357,15 +357,15 @@ public class DecisionTree
}
/* checks if all adjacent cells to board [i, j] are empty */
- private bool all_adjacent_empty (int i, int j)
+ private bool all_adjacent_empty(int i, int j)
{
- for (int k = -1 ; k <= 1; k++)
+ for(int k = -1 ; k <= 1; k++)
{
- for (int l = -1; l <= 1; l++)
+ for(int l = -1; l <= 1; l++)
{
- if (k == 0 && l == 0)
+ if(k == 0 && l == 0)
continue;
- if (i + k >= 0 && i + k < BOARD_ROWS && j + l >= 0 && j + l < BOARD_COLUMNS && board [i + k,
j + l] != Player.NONE)
+ if(i + k >= 0 && i + k < BOARD_ROWS && j + l >= 0 && j + l < BOARD_COLUMNS && board [i + k,
j + l] != Player.NONE)
return false;
}
}
@@ -374,14 +374,14 @@ public class DecisionTree
}
/* set the number of plies and the difficulty level */
- private void set_level (string vstr)
+ private void set_level(string vstr)
{
- if (vstr [0] == 'a')
+ if(vstr [0] == 'a')
{
level = Difficulty.EASY;
plies = 4;
}
- else if (vstr [0] == 'b')
+ else if(vstr [0] == 'b')
{
level = Difficulty.MEDIUM;
plies = 7;
@@ -394,20 +394,20 @@ public class DecisionTree
}
/* utility function for testing purposes */
- public int playandcheck (string vstr)
+ public int playandcheck(string vstr)
{
- set_level (vstr);
- update_board (vstr);
+ set_level(vstr);
+ update_board(vstr);
- int temp = immediate_win (Player.AI);
- if (temp != -1)
+ int temp = immediate_win(Player.AI);
+ if(temp != -1)
return 1000;
- temp = immediate_win (Player.HUMAN);
- if (temp != -1)
+ temp = immediate_win(Player.HUMAN);
+ if(temp != -1)
return temp + 1;
- negamax (plies, NEG_INF, -1 * NEG_INF);
+ negamax(plies, NEG_INF, -1 * NEG_INF);
return next_move_in_column + 1;
}
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