cmpsc330hw5/strategic_player.cxx
2024-12-06 18:07:55 -05:00

172 lines
5.6 KiB
C++

#include "strategic_player.h"
#include "common.h"
extern "C" IPlayer* PlayerFactory()
{
return new StrategicPlayer();
}
// Helper functions
inline int normalize(int x) {
return (x + 1) >> 1;
}
inline char getPoint(Board &board, const int row, const int col) {
return board(row, col);
}
inline bool isLineValid(Board &board, const int row, const int col) {
return (row > -1 && row < board.GetRows() && col > -1 && col < board.GetCols()) &&
((row & 1) != (col & 1)) && (getPoint(board, row, col) == ' ');
}
inline void set(Board &board, int r, int c, char ch) {
board(r, c) = ch;
}
//
string StrategicPlayer::PlayerInfo() {
return "Sandipsinh Rathod (sdr5549@psu.edu), Sapan Shah (scs6041@psu.edu)";
}
void StrategicPlayer::Init(int board_rows, int board_cols, char box_type, char line_type) {
this->name = box_type;
this->box_name = line_type;
this->board.AllocateBoard(board_rows, board_cols);
}
StrategicPlayer::~StrategicPlayer() {
board.FreeBoard();
}
void StrategicPlayer::Close() {
board.FreeBoard();
}
/// TODO: check if we needs checks :)
void StrategicPlayer::EventAddLine(char bar, const Loc &loc) {
set(board, loc.row, loc.col, bar);
}
void StrategicPlayer::EventAddBox(char box, const Loc &loc) {
set(board, loc.row, loc.col, box);
}
inline void selectLine(Board &board, int &row, int &col, int rows, int cols, char name) {
int max_row = 2 * rows - 2;
int max_col = 2 * cols - 2;
// Step 1: Try to complete a box
#pragma omp parallel for collapse(2)
for (int r = 1; r < max_row; r += 2) {
// Iterate over box centers (odd rows)
for (int c = 1; c < max_col; c += 2) {
// Iterate over box centers (odd cols)
// Check adjacent lines for an opportunity to complete a box
if (isLineValid(board, r - 1, c) && // Top line
getPoint(board, r + 1, c) != ' ' && // Bottom line
getPoint(board, r, c - 1) != ' ' && // Left line
getPoint(board, r, c + 1) != ' ') {
// Right line
row = r - 1;
col = c;
return;
}
if (isLineValid(board, r + 1, c) && // Bottom line
getPoint(board, r - 1, c) != ' ' && // Top line
getPoint(board, r, c - 1) != ' ' && // Left line
getPoint(board, r, c + 1) != ' ') {
// Right line
row = r + 1;
col = c;
return;
}
if (isLineValid(board, r, c - 1) && // Left line
getPoint(board, r - 1, c) != ' ' && // Top line
getPoint(board, r + 1, c) != ' ' && // Bottom line
getPoint(board, r, c + 1) != ' ') {
// Right line
row = r;
col = c - 1;
return;
}
if (isLineValid(board, r, c + 1) && // Right line
getPoint(board, r - 1, c) != ' ' && // Top line
getPoint(board, r + 1, c) != ' ' && // Bottom line
getPoint(board, r, c - 1) != ' ') {
// Left line
row = r;
col = c + 1;
return;
}
}
}
// Step 2: Avoid moves that leave a box with one line remaining
#pragma omp parallel for collapse(2)
for (int r = 0; r < 2 * rows - 1; ++r) {
// Iterate over all valid rows
for (int c = 0; c < 2 * cols - 1; ++c) {
// Iterate over all valid cols
if (isLineValid(board, r, c)) {
// Simulate placing the line
set(board, r, c, name);
// Check if this move leaves a box with only one line remaining
bool createsOpportunity = false;
for (int nr = 1; nr < max_row; nr += 2) {
// Iterate over box centers
for (int nc = 1; nc < max_col; nc += 2) {
if (getPoint(board, nr, nc) == ' ') {
int adjacentLines = 0;
if (nr > 0 && getPoint(board, nr - 1, nc) != ' ') adjacentLines++; // Top line
if (nr < max_row && getPoint(board, nr + 1, nc) != ' ') adjacentLines++; // Bottom line
if (nc > 0 && getPoint(board, nr, nc - 1) != ' ') adjacentLines++; // Left line
if (nc < max_col && getPoint(board, nr, nc + 1) != ' ') adjacentLines++; // Right line
if (adjacentLines == 3) {
// Opponent can complete this box
createsOpportunity = true;
break;
}
}
}
if (createsOpportunity) break;
}
set(board, r, c, ' '); // Undo the simulated move
if (!createsOpportunity) {
row = r;
col = c;
return;
}
}
}
}
// Step 3: Fallback to the first valid move
#pragma omp parallel for collapse(2)
for (int r = 0; r < 2 * rows - 1; ++r) {
for (int c = 0; c < 2 * cols - 1; ++c) {
if (isLineValid(board, r, c)) {
row = r;
col = c;
return;
}
}
}
}
Loc StrategicPlayer::SelectLineLocation() {
int rows = normalize(board.GetRows());
int cols = normalize(board.GetCols());
int row, col;
selectLine(board, row, col, rows, cols, name);
return Loc(row, col);
}