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bogowinplayer.h
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bogowinplayer.h
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/*
* Quackle -- Crossword game artificial intelligence and analysis tool
* Copyright (C) 2005-2006 Jason Katz-Brown and John O'Laughlin.
*
* This program 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 2 of the License, or
* (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
* 02110-1301 USA
*/
#ifndef QUACKLE_BOGOWINPLAYER_H
#define QUACKLE_BOGOWINPLAYER_H
#include "computerplayer.h"
#include "endgame.h"
namespace Quackle
{
class SmartBogowin : public ComputerPlayer
{
public:
SmartBogowin();
virtual ~SmartBogowin();
virtual Move move();
virtual MoveList moves(int nmoves);
virtual ComputerPlayer *clone() { return new SmartBogowin; }
virtual bool isSlow() const;
virtual bool isUserVisible() const;
virtual double bogopoints(Move &move);
protected:
int minIterations() const;
int maxIterations() const;
Endgame m_endgame;
int m_additionalInitialCandidates;
int m_minIterationsPerSecond;
int m_maxIterationsPerSecond;
int m_nestedMinIterationsPerSecond;
int m_nestedMaxIterationsPerSecond;
};
inline bool SmartBogowin::isSlow() const
{
return true;
}
inline bool SmartBogowin::isUserVisible() const
{
return true;
}
inline int SmartBogowin::minIterations() const
{
if (currentPosition().nestedness() > 0)
return m_nestedMinIterationsPerSecond * m_parameters.secondsPerTurn;
return m_minIterationsPerSecond * m_parameters.secondsPerTurn;
}
inline int SmartBogowin::maxIterations() const
{
if (currentPosition().nestedness() > 0)
return m_nestedMaxIterationsPerSecond * m_parameters.secondsPerTurn;
return m_maxIterationsPerSecond * m_parameters.secondsPerTurn;
}
}
#endif