forked from KolibriOS/kolibrios
9f84f1f1fd
git-svn-id: svn://kolibrios.org@1821 a494cfbc-eb01-0410-851d-a64ba20cac60
270 lines
5.6 KiB
PHP
270 lines
5.6 KiB
PHP
; C4
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; Copyright (c) 2002 Thomas Mathys
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; killer@vantage.ch
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;
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; This file is part of C4.
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;
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; C4 is free software; you can redistribute it and/or modify
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; it under the terms of the GNU General Public License as published by
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; the Free Software Foundation; either version 2 of the License, or
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; (at your option) any later version.
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;
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; C4 is distributed in the hope that it will be useful,
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; but WITHOUT ANY WARRANTY; without even the implied warranty of
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; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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; GNU General Public License for more details.
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;
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; You should have received a copy of the GNU General Public License
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; along with C4; if not, write to the Free Software
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; Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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%ifndef _AI_INC
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%define _AI_INC
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INFTY equ 1000000000
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section .data
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; table used to perform some primitive move "ordering":
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; middle columns which are usually more important are
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; searched first.
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moveorder dd 1,7,2,6,3,5,4
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; table used for static evaluation.
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; this table is taken from 4st attack: it is ways better
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; than the table i used before =)
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evaltable: dd 0, 0, 0, 0, 0, 0, 0, 0, 0
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dd 0, 3, 4, 5, 7, 5, 4, 3, 0
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dd 0, 4, 6, 8,10, 8, 6, 4, 0
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dd 0, 5, 8,12,13,12, 8, 5, 0
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dd 0, 5, 8,12,13,12, 8, 5, 0
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dd 0, 4, 6, 8,10, 8, 6, 4, 0
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dd 0, 3, 4, 5, 7, 5, 4, 3, 0
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dd 0, 0, 0, 0, 0, 0, 0, 0, 0
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section .bss
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cpulevel resd 1 ; level of current cpu player
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bestval resd 1 ; value of best move found so far
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nbestmoves resd 1 ; # of best moves found so far
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bestmoves resd 7 ; array to hold all best moves
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section .text
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;**********************************************************
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; aiGetMove
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; returns a move for a computer player
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;
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; input : eax = cpu level ( >= 1)
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; output : eax = move
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; destroys : everything
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;**********************************************************
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aiGetMove:
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; initialize variables
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mov [cpulevel],eax
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mov dword [bestval],-INFTY
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mov dword [nbestmoves],0
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; try every move
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mov ecx,6
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.evalmoves:
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; get move to make from move order table
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mov eax,[moveorder+ecx*4]
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; if this is an invalid move, continue with next move
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BOARDISVALIDMOVE eax
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jz .nextmove
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; make move for current player
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mov ebx,[currentplayer]
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call boardMakeMove
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; evaluate move
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push eax ; save move #
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push ecx ; save loop counter
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push dword [cpulevel] ; ply
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mov ebx,[currentplayer] ; player
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BOARDGETOTHERPLAYER ebx
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push ebx
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push dword -INFTY ; alpha
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push dword INFTY ; beta
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call alphabeta
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neg eax ; damn, how could i forget this ???
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mov ebx,eax ; save result for later
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pop ecx ; restore loop counter
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pop eax ; restore move #
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; undo move (eax = move #)
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call boardUndoMove
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; let's see wether we have a new best move
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cmp ebx,[bestval] ; new best value found ?
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jle .nonewbestval
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mov [bestval],ebx ; yes -> save it
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mov dword [nbestmoves],1 ; delete everything that was in the list
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mov [bestmoves+0],eax ; save move number in list
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jmp short .nextmove ; continue with next move
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.nonewbestval:
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cmp ebx,[bestval] ; another best value found ?
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jne .nextmove
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mov ebx,[nbestmoves] ; yes -> add move to list
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mov [bestmoves+ebx*4],eax
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inc dword [nbestmoves]
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.nextmove:
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dec ecx
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js .done
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jmp .evalmoves
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.done:
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; randomly pick one of the best moves
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call rand ; rand() % nbestmoves
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xor edx,edx
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div dword [nbestmoves]
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mov eax,[bestmoves+edx*4] ; get move from list
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ret
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; test code : pick first move from list
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mov eax,[bestmoves+0]
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ret
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;**********************************************************
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; alphabeta
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;
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; input : see below
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; output : eax = move value
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; destroys : everything
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;**********************************************************
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alphabeta:
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%define ply (ebp+20)
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%define player (ebp+16)
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%define alpha (ebp+12)
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%define beta (ebp+ 8)
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enter 0,0
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; win for other player -> end search
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mov eax,[player]
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BOARDGETOTHERPLAYER eax
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call boardIsWin
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or eax,eax
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jz .nowin
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mov eax,-1000000
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mov ebx,[ply]
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shl ebx,10
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sub eax,ebx
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leave
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ret 4*4
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.nowin:
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; board full but no win -> draw -> end search
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BOARDISFULL
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jnz .notfull
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xor eax,eax
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leave
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ret 4*4
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.notfull:
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; max search depth reached -> do static evaluation
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cmp dword [ply],0
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je .staticeval
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; for each move
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mov ecx,6
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.evalmoves:
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; while (alpha < beta)
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mov eax,[alpha]
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cmp eax,[beta]
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jge .done
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; pick move from move order table
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mov eax,[moveorder+ecx*4]
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; invalid move ? if so, continue with next move
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BOARDISVALIDMOVE eax
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jz .nextmove
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; make move for current player
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mov ebx,[player]
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call boardMakeMove
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; evaluate move
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push eax
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push ecx
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mov eax,[ply] ; ply = ply-1
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dec eax
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push eax
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mov ebx,[player] ; player = other player
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BOARDGETOTHERPLAYER ebx
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push ebx
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mov ecx,[beta] ; alpha = -beta
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neg ecx
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push ecx
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mov edx,[alpha] ; beta = -alpha
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neg edx
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push edx
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call alphabeta
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neg eax
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; new alpha ?
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cmp eax,[alpha]
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jle .nonewalpha
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mov [alpha],eax ; yes -> save it
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.nonewalpha:
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pop ecx
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pop eax
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; undo move
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call boardUndoMove
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.nextmove: ; evaluate next move
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dec ecx
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jns .evalmoves
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.done:
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mov eax,[alpha]
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leave
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ret 4*4
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; static evaluation
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.staticeval:
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xor eax,eax
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mov esi,BWIDTH*BHEIGHT-1
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.l:
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mov ebx,[board+esi*4] ; get stone from board
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cmp ebx,[player] ; player's stone ?
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jne .notplayer ; nope -> go on
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add eax,[evaltable+esi*4] ; yes -> add stone value to eax
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jmp .next ; next stone
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.notplayer:
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cmp ebx,EMPTY ; other player's stone ?
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je .empty ; nope -> go on
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sub eax,[evaltable+esi*4] ; yes -> sub stone value from eax
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.empty:
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.next: ; next stone
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dec esi
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jns .l
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leave ; eax contains static value
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ret 4*4
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%undef ply
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%undef player
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%undef alpha
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%undef beta
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%endif |