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breakthroughpine64backup/Engine.cpp

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#include <iostream>
#include <vector>
#include <stdlib.h>
#include <stdio.h>
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#include <limits.h>
#include <time.h>
#include <unistd.h>
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#include "Engine.h"
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#include "Parser.h"
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Engine::Engine(){
Board* brd = new Board();
b = brd;
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alpha = INT_MIN;
beta = INT_MAX;
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}
void Engine::startGame(){
cout<<"WELCOME\n";
cout<<"1. Play against AI?\n";
cout<<"2. Watch AI vs AI?\n";
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cout<<"Enter choice: \n";
int choice = -1;
cin >> choice;
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cout<<"Enter AI difficulty: \n";
int difficulty;
cin >> difficulty;
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cout << "OK" << endl;
if (choice == 1)
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userGame(difficulty);
else if (choice == 2)
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AIGame(difficulty);
else {
cout << "Please enter a valid choice.\n";
startGame();
}
}
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void Engine::userGame(int difficulty){
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string move;
bool gameOver = false;
vector<Board> record;
b->snapshot(record, *b);
cin.ignore();
cin.clear();
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while (gameOver != true){
gameOver = b->isGameOver();
while(b->getTurn() == 'O' && !b->isValid()){
b->displayBoard();
cout<<"\nEnter command: ";
cin.clear();
getline(cin, move);
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cout << "\n";
parse(move, *b);
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if(b->isValid()){
b->changeTurns();
b->resetTaken();
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b->setValidFalse();
}
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b->displayBoard();
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}
while(b->getTurn() == 'X' ){
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AI(difficulty);
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gameOver = b->isGameOver();
b->setValidFalse();
b->snapshot(record, *b);
b->displayBoard();
}
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}
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string s = "";
s += b->getTurn();
cout << "Game over. " + s + " wins!\n\n";
}
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void Engine::AIGame(int difficulty){
bool gameOver = false;
while (gameOver != true){
gameOver = b->isGameOver();
while(b->getTurn() == 'O'){
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AI(difficulty);
}
b->displayBoard();
sleep(1);
while(b->getTurn() == 'X' ){
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AI(difficulty);
}
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b->displayBoard();
sleep(1);
gameOver = b->isGameOver();
}
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string s = "";
s += b->getTurn();
cout << "Game over. " + s + " wins!\n\n";
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}
void Engine::AI(int depth){
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if (depth == -1)
depth = INT_MAX;
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Board* state = new Board(*b);
moves m;
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MNode* root = new MNode(*state, m, 0);
this->resetAB();
createMMTree(root, depth, 1);
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m = evaluateMMTree(root);
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b->move(m);
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b->changeTurns();
b->resetTaken();
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}
void Engine::createMMTree(MNode* node, int depth, int alt){
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MNode* temp;
char max, min;
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bool cond = true;
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Board current = node->getState();
vector<moves> listOfMoves = current.viewPossibleMoves();
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if (node->getType() == "max"){
if (node->getMMVal() <= alpha){
cond = false;
}
}
else if (node->getType() == "min"){
if (node->getMMVal() >= beta){
cond = false;
}
}
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if (depth >= 0){
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for (int i = 0; i < listOfMoves.size(); ++i){
if(current.getPiece(listOfMoves[i].row, listOfMoves[i].column)->getType() ==
current.getTurn() && current.isThisMovePossible(listOfMoves[i].row,
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listOfMoves[i].column,
listOfMoves[i].moveType)){
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if (cond){
current.resetTaken();
current = current.move(listOfMoves[i]);
max = current.getTurn();
current.changeTurns();
min = current.getTurn();
temp = new MNode(current, listOfMoves[i], current.evaluate(max, min));
if (alt == 1)
temp->setType("max");
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else if (alt == -1)
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temp->setType("min");
current.resetTaken();
node->addChild(temp);
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alt = alt * -1;
createMMTree(temp, --depth, alt);
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current.changeTurns();
}
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}
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}
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}
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else {
if (node->getType() == "max"){
if (node->getMMVal() > alpha){
alpha = node->getMMVal();
}
}
else if (node->getType() == "min"){
if (node->getMMVal() < beta){
beta = node->getMMVal();
}
}
}
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return;
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}
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moves Engine::evaluateMMTree(MNode* node){
//returns the move from children that maximizes evaluate()
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MNode* temp;
int max = INT_MIN;
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int min = INT_MAX;
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int val;
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vector<MNode*> children = node->getChildren();
for (auto &c : children){
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val = evaluateMMBranch(c, INT_MIN, INT_MAX);
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if(val > max){
temp = c;
max = val;
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}
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if(val < min){
temp = c;
min = val;
}
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}
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return temp->getMove();
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}
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int Engine::evaluateMMBranch(MNode* node, int max, int min){
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vector<MNode*> children = node->getChildren();
for (auto &c : children){
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evaluateMMBranch(c, max, min);
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}
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if (node->getMMVal() > max)
max = node->getMMVal();
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if (node->getMMVal() < min)
min = node->getMMVal();
return max;
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}
void Engine::resetAB(){
alpha = INT_MIN;
beta = INT_MAX;
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}