package Games::AlphaBeta::Reversi; use base qw(Games::AlphaBeta::Position); use Carp; use strict; use warnings; our $VERSION = '0.1.5'; =head1 NAME Games::AlphaBeta::Reversi - Reversi position class for use with Games::AlphaBeta =head1 SYNOPSIS package My::Reversi; use base qw(Games::AlphaBeta::Reversi); # implement drawing routine sub draw { ... } package main; use My::Reversi; use Games::AlphaBeta; my ($p, $g); $p = My::Reversi->new; $g = Games::AlphaBeta->new($p); while ($p = $g->abmove) { $p->draw; } =head1 DESCRIPTION This module implements a position-object suitable for use with L. It inherits from the L base class, so be sure to read its documentation. The methods implemented there will not be described here. =head1 METHODS =over 4 =item init() Initialize the initial state. Call SUPER::init(@_) to do part of the work. =cut sub init { my $self = shift; my $size = shift || 8; my $half = abs($size / 2); my %config = ( player => 1, size => $size, board => undef, ); # Create a blank board $size--; for my $x (0 .. $size) { for my $y (0 .. $size) { $config{board}[$x][$y] = 0; } } # Put initial pieces on board $config{board}[$size - $half][$size - $half] = 1; $config{board}[$half][$half] = 1; $config{board}[$size - $half][$half] = 2; $config{board}[$half][$size - $half] = 2; @$self{keys %config} = values %config; $self->SUPER::init(@_) or croak "failed to call SUPER:init()"; return $self; } =item as_string Return a plain-text representation of the current game position as a string. =cut sub as_string { my $self = shift; # Header my ($c, $str) = "a"; $str .= " " . $c++ for (1 .. $self->{size}); $str = sprintf(" %s\n", $str); $str .= sprintf(" +%s\n", "--" x $self->{size}); # Actual board (with numbers down the left side) my $i; for (@{$self->{board}}) { for (join " ", @$_) { tr/012/.ox/; $str .= sprintf("%2d | %s\n", ++$i, $_); } } # Footer $str .= "Player " . $self->{player} . " to move.\n"; return $str; } =item findmoves [$own_call] Return an array of all legal moves at the current position for the current player. If $own_call is true, we have been recursively called by ourself to find out if the other player could move. If neither player can move, return undef to denote this as an ending position. Otherwise return a pass move. =cut sub findmoves { my ($self, $own_call) = @_; my $b = $self->{board}; my $size = $self->{size}; my @moves; for my $x (0 .. $size - 1) { INNER: for my $y (0 .. $size - 1) { unless ($b->[$x][$y]) { # Define some convenient names. my $me = $self->{player}; my $not_me = 3 - $me; my ($tx, $ty); # Check left for ($tx = $x - 1; $tx >= 0 && $b->[$tx][$y] == $not_me; $tx--) { ; } if ($tx >= 0 && $tx != $x - 1 && $b->[$tx][$y] == $me) { push @moves, [$x, $y]; next INNER; } # Check right for ($tx = $x + 1; $tx < $size && $b->[$tx][$y] == $not_me; $tx++) { ; } if ($tx < $size && $tx != $x + 1 && $b->[$tx][$y] == $me) { push @moves, [$x, $y]; next INNER; } # Check up for ($ty = $y - 1; $ty >= 0 && $b->[$x][$ty] == $not_me; $ty--) { ; } if ($ty >= 0 && $ty != $y - 1 && $b->[$x][$ty] == $me) { push @moves, [$x, $y]; next INNER; } # Check down for ($ty = $y + 1; $ty < $size && $b->[$x][$ty] == $not_me; $ty++) { ; } if ($ty < $size && $ty != $y + 1 && $b->[$x][$ty] == $me) { push @moves, [$x, $y]; next INNER; } # Check up/left $tx = $x - 1; $ty = $y - 1; while ($tx >= 0 && $ty >= 0 && $b->[$tx][$ty] == $not_me) { $tx--; $ty--; } if ($tx >= 0 && $ty >= 0 && $tx != $x - 1 && $ty != $y - 1 && $b->[$tx][$ty] == $me) { push @moves, [$x, $y]; next INNER; } # Check up/right $tx = $x - 1; $ty = $y + 1; while ($tx >= 0 && $ty < $size && $b->[$tx][$ty] == $not_me) { $tx--; $ty++; } if ($tx >= 0 && $ty < $size && $tx != $x - 1 && $ty != $y + 1 && $b->[$tx][$ty] == $me) { push @moves, [$x, $y]; next INNER; } # Check down/right $tx = $x + 1; $ty = $y + 1; while ($tx < $size && $ty < $size && $b->[$tx][$ty] == $not_me) { $tx++; $ty++; } if ($tx < $size && $ty < $size && $tx != $x + 1 && $ty != $y + 1 && $b->[$tx][$ty] == $me) { push @moves, [$x, $y]; next INNER; } # Check down/left $tx = $x + 1; $ty = $y - 1; while ($tx < $size && $ty >= 0 && $b->[$tx][$ty] == $not_me) { $tx++; $ty--; } if ($tx < $size && $ty >= 0 && $tx != $x + 1 && $ty != $y - 1 && $b->[$tx][$ty] == $me) { push @moves, [$x, $y]; next INNER; } } } } # If current player cannot move, check if other player can # move. If she can't, the game is over. If she can, let the # current player do a pass move. unless (@moves || $own_call) { $self->player(3 - $self->player); if ($self->findmoves(1)) { @moves = undef; } $self->player(3 - $self->player); } return @moves; } =item evaluate Evaluate a game position and return its fitness value. =cut sub evaluate { my $self = shift; my $player = $self->{player}; my ($me, $not_me); $me = scalar $self->findmoves; $self->{player} = 3 - $player; $not_me = scalar $self->findmoves; $self->{player} = $player; return $me - $not_me; } =item apply $move Apply a move to the current position, transforming it into the next position. Return reference to itself on succes, undef on error. =cut sub apply ($) { my ($self, $move) = @_; my $me = $self->{player}; my $not_me = 3 - $self->{player}; # null or pass move unless ($move) { $self->{player} = $not_me; return $self; } my $size = $self->{size}; my $b = $self->{board}; my ($x, $y) = @$move; my ($tx, $ty, $flipped); # slot must not be outside the board, or already occupied if ($x < 0 || $x >= $size || $y < 0 || $y >= $size) { return undef; } elsif ($b->[$x][$y]) { return undef; } # left for ($tx = $x - 1; $tx >= 0 && $b->[$tx][$y] == $not_me; $tx--) { ; } if ($tx >= 0 && $tx != $x - 1 && $b->[$tx][$y] == $me) { $tx = $x - 1; while ($tx >= 0 && $b->[$tx][$y] == $not_me) { $b->[$tx][$y] = $me; $tx--; } $flipped++; } # right for ($tx = $x + 1; $tx < $size && $b->[$tx][$y] == $not_me; $tx++) { ; } if ($tx < $size && $tx != $x + 1 && $b->[$tx][$y] == $me) { $tx = $x + 1; while ($tx < $size && $b->[$tx][$y] == $not_me) { $b->[$tx][$y] = $me; $tx++; } $flipped++; } # up for ($ty = $y - 1; $ty >= 0 && $b->[$x][$ty] == $not_me; $ty--) { ; } if ($ty >= 0 && $ty != $y - 1 && $b->[$x][$ty] == $me) { $ty = $y - 1; while ($ty >= 0 && $b->[$x][$ty] == $not_me) { $b->[$x][$ty] = $me; $ty--; } $flipped++; } # down for ($ty = $y + 1; $ty < $size && $b->[$x][$ty] == $not_me; $ty++) { ; } if ($ty < $size && $ty != $y + 1 && $b->[$x][$ty] == $me) { $ty = $y + 1; while ($ty < $size && $b->[$x][$ty] == $not_me) { $b->[$x][$ty] = $me; $ty++; } $flipped++; } # up/left $tx = $x - 1; $ty = $y - 1; while ($tx >= 0 && $ty >= 0 && $b->[$tx][$ty] == $not_me) { $tx--; $ty--; } if ($tx >= 0 && $ty >= 0 && $tx != $x - 1 && $ty != $y - 1 && $b->[$tx][$ty] == $me) { $tx = $x - 1; $ty = $y - 1; while ($tx >= 0 && $ty >= 0 && $b->[$tx][$ty] == $not_me) { $b->[$tx][$ty] = $me; $tx--; $ty--; } $flipped++; } # up/right $tx = $x - 1; $ty = $y + 1; while ($tx >= 0 && $ty < $size && $b->[$tx][$ty] == $not_me) { $tx--; $ty++; } if ($tx >= 0 && $ty < $size && $tx != $x - 1 && $ty != $y + 1 && $b->[$tx][$ty] == $me) { $tx = $x - 1; $ty = $y + 1; while ($tx >= 0 && $ty < $size && $b->[$tx][$ty] == $not_me) { $b->[$tx][$ty] = $me; $tx--; $ty++; } $flipped++; } # down/right $tx = $x + 1; $ty = $y + 1; while ($tx < $size && $ty < $size && $b->[$tx][$ty] == $not_me) { $tx++; $ty++; } if ($tx < $size && $ty < $size && $tx != $x + 1 && $ty != $y + 1 && $b->[$tx][$ty] == $me) { $tx = $x + 1; $ty = $y + 1; while ($tx < $size && $ty < $size && $b->[$tx][$ty] == $not_me) { $b->[$tx][$ty] = $me; $tx++; $ty++; } $flipped++; } # down/left $tx = $x + 1; $ty = $y - 1; while ($tx < $size && $ty >= 0 && $b->[$tx][$ty] == $not_me) { $tx++; $ty--; } if ($tx < $size && $ty >= 0 && $tx != $x + 1 && $ty != $y - 1 && $b->[$tx][$ty] == $me) { $tx = $x + 1; $ty = $y - 1; while ($tx < $size && $ty >= 0 && $b->[$tx][$ty] == $not_me) { $b->[$tx][$ty] = $me; $tx++; $ty--; } $flipped++; } unless ($flipped) { return undef; } $b->[$x][$y] = $me; $self->{player} = $not_me; return $self; } =back =head1 BUGS The C method is too slow. This method is critical to performance when running under Games::AlphaBeta, as more than 60% of the execution time is spent there (when searching to ply 3). Both the C and C routines use C internally, so by speeding this routine up we could gain a lot of speed. =head1 SEE ALSO The author's website, describing this and other projects: L =head1 AUTHOR Stig Brautaset, Estig@brautaset.orgE =head1 COPYRIGHT AND LICENCE Copyright (C) 2004 by Stig Brautaset This library is free software; you can redistribute it and/or modify it under the same terms as Perl itself, either Perl version 5.8.3 or, at your option, any later version of Perl 5 you may have available. =cut # vim: shiftwidth=4 tabstop=4 softtabstop=4 expandtab