├── .gitignore
├── LICENSE
├── Makefile
├── MoveSorter.hpp
├── OpeningBook.hpp
├── Position.hpp
├── README.md
├── Solver.cpp
├── Solver.hpp
├── TranspositionTable.hpp
├── generator.cpp
└── main.cpp
/.gitignore:
--------------------------------------------------------------------------------
1 | # Compiled Object files
2 | *.slo
3 | *.lo
4 | *.o
5 | *.obj
6 |
7 | # Precompiled Headers
8 | *.gch
9 | *.pch
10 |
11 | # Compiled Dynamic libraries
12 | *.so
13 | *.dylib
14 | *.dll
15 |
16 | # Fortran module files
17 | *.mod
18 |
19 | # Compiled Static libraries
20 | *.lai
21 | *.la
22 | *.a
23 | *.lib
24 |
25 | # Executables
26 | *.exe
27 | *.out
28 | *.app
29 |
30 | # vim swap file
31 | *.swp
32 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
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608 | SUCH DAMAGES.
609 |
610 | 17. Interpretation of Sections 15 and 16.
611 |
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619 | END OF TERMS AND CONDITIONS
620 |
621 | How to Apply These Terms to Your New Programs
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623 | If you develop a new program, and you want it to be of the greatest
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631 |
632 |
633 | Copyright (C)
634 |
635 | This program is free software: you can redistribute it and/or modify
636 | it under the terms of the GNU Affero General Public License as published
637 | by the Free Software Foundation, either version 3 of the License, or
638 | (at your option) any later version.
639 |
640 | This program is distributed in the hope that it will be useful,
641 | but WITHOUT ANY WARRANTY; without even the implied warranty of
642 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
643 | GNU Affero General Public License for more details.
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662 |
--------------------------------------------------------------------------------
/Makefile:
--------------------------------------------------------------------------------
1 | CXX=g++
2 | CXXFLAGS=--std=c++11 -W -Wall -O3 -DNDEBUG
3 |
4 | SRCS=Solver.cpp
5 | OBJS=$(subst .cpp,.o,$(SRCS))
6 |
7 | c4solver:$(OBJS) main.o
8 | $(CXX) $(CXXFLAGS) $(LDFLAGS) -o c4solver main.o $(OBJS) $(LDLIBS)
9 |
10 | generator: generator.o
11 | $(CXX) $(CXXFLAGS) $(LDFLAGS) -o generator generator.o $(LDLIBS)
12 |
13 | .depend: $(SRCS)
14 | $(CXX) $(CXXFLAGS) -MM $^ > ./.depend
15 |
16 | -include .depend
17 |
18 | clean:
19 | rm -f *.o .depend c4solver generator
20 |
21 |
22 |
--------------------------------------------------------------------------------
/MoveSorter.hpp:
--------------------------------------------------------------------------------
1 | /*
2 | * This file is part of Connect4 Game Solver
3 | * Copyright (C) 2017-2019 Pascal Pons
4 | *
5 | * Connect4 Game Solver is free software: you can redistribute it and/or
6 | * modify it under the terms of the GNU Affero General Public License as
7 | * published by the Free Software Foundation, either version 3 of the
8 | * License, or (at your option) any later version.
9 | *
10 | * Connect4 Game Solver is distributed in the hope that it will be useful,
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | * GNU Affero General Public License for more details.
14 | *
15 | * You should have received a copy of the GNU Affero General Public License
16 | * along with Connect4 Game Solver. If not, see .
17 | */
18 |
19 | #ifndef MOVE_SORTER_HPP
20 | #define MOVE_SORTER_HPP
21 |
22 | #include "Position.hpp"
23 |
24 | namespace GameSolver {
25 | namespace Connect4 {
26 |
27 | /**
28 | * This class helps sorting the next moves
29 | *
30 | * You have to add moves first with their score
31 | * then you can get them back in decreasing score
32 | *
33 | * This class implement an insertion sort that is in practice very
34 | * efficient for small number of move to sort (max is Position::WIDTH)
35 | * and also efficient if the move are pushed in approximatively increasing
36 | * order which can be acheived by using a simpler column ordering heuristic.
37 | */
38 | class MoveSorter {
39 | public:
40 |
41 | /**
42 | * Add a move in the container with its score.
43 | * You cannot add more than Position::WIDTH moves
44 | */
45 | void add(const Position::position_t move, const int score) {
46 | int pos = size++;
47 | for(; pos && entries[pos - 1].score > score; --pos) entries[pos] = entries[pos - 1];
48 | entries[pos].move = move;
49 | entries[pos].score = score;
50 | }
51 |
52 | /**
53 | * Get next move
54 | * @return next remaining move with max score and remove it from the container.
55 | * If no more move is available return 0
56 | */
57 | Position::position_t getNext() {
58 | if(size)
59 | return entries[--size].move;
60 | else
61 | return 0;
62 | }
63 |
64 | /**
65 | * reset (empty) the container
66 | */
67 | void reset() {
68 | size = 0;
69 | }
70 |
71 | /**
72 | * Build an empty container
73 | */
74 | MoveSorter(): size{0} {
75 | }
76 |
77 | private:
78 | // number of stored moves
79 | unsigned int size;
80 |
81 | // Contains size moves with their score ordered by score
82 | struct {
83 | Position::position_t move;
84 | int score;
85 | } entries[Position::WIDTH];
86 | };
87 |
88 | } // namespace Connect4
89 | } // namespace GameSolver
90 | #endif
91 |
--------------------------------------------------------------------------------
/OpeningBook.hpp:
--------------------------------------------------------------------------------
1 | /*
2 | * This file is part of Connect4 Game Solver
3 | * Copyright (C) 2017-2019 Pascal Pons
4 | *
5 | * Connect4 Game Solver is free software: you can redistribute it and/or
6 | * modify it under the terms of the GNU Affero General Public License as
7 | * published by the Free Software Foundation, either version 3 of the
8 | * License, or (at your option) any later version.
9 | *
10 | * Connect4 Game Solver is distributed in the hope that it will be useful,
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | * GNU Affero General Public License for more details.
14 | *
15 | * You should have received a copy of the GNU Affero General Public License
16 | * along with Connect4 Game Solver. If not, see .
17 | */
18 |
19 | #ifndef OPENING_BOOK_HPP
20 | #define OPENING_BOOK_HPP
21 |
22 | #include
23 | #include
24 | #include "Position.hpp"
25 | #include "TranspositionTable.hpp"
26 |
27 | namespace GameSolver {
28 | namespace Connect4 {
29 |
30 | class OpeningBook {
31 | TableGetter *T;
32 | const int width;
33 | const int height;
34 | int depth;
35 |
36 | template
37 | TableGetter* initTranspositionTable(int log_size) {
38 | switch(log_size) {
39 | case 21:
40 | return new TranspositionTable();
41 | case 22:
42 | return new TranspositionTable();
43 | case 23:
44 | return new TranspositionTable();
45 | case 24:
46 | return new TranspositionTable();
47 | case 25:
48 | return new TranspositionTable();
49 | case 26:
50 | return new TranspositionTable();
51 | case 27:
52 | return new TranspositionTable();
53 | default:
54 | std::cerr << "Unimplemented OpeningBook size: " << log_size << std::endl;
55 | return 0;
56 | }
57 | }
58 |
59 | TableGetter* initTranspositionTable(int partial_key_bytes, int log_size) {
60 | switch(partial_key_bytes) {
61 | case 1:
62 | return initTranspositionTable(log_size);
63 | case 2:
64 | return initTranspositionTable(log_size);
65 | case 4:
66 | return initTranspositionTable(log_size);
67 | default:
68 | std::cerr << "Invalid internal key size: " << partial_key_bytes << " bytes" << std::endl;
69 | return 0;
70 | }
71 | }
72 |
73 | public:
74 | OpeningBook(int width, int height) : T{0}, width{width}, height{height}, depth{ -1} {} // Empty opening book
75 |
76 | OpeningBook(int width, int height, int depth, TableGetter* T) : T{T}, width{width}, height{height}, depth{depth} {} // Empty opening book
77 | /**
78 | * Opening book file format:
79 | * - 1 byte: board width
80 | * - 1 byte: board height
81 | * - 1 byte: max stored position depth
82 | * - 1 byte: key size in bits
83 | * - 1 byte: value size in bits
84 | * - 1 byte: log_size = log2(size). number of stored elements (size) is smallest prime number above 2^(log_size)
85 | * - size key elements
86 | * - size value elements
87 | */
88 | void load(std::string filename) {
89 | depth = -1;
90 | delete T;
91 | std::ifstream ifs(filename, std::ios::binary); // open file
92 |
93 | if(ifs.fail()) {
94 | std::cerr << "Unable to load opening book: " << filename << std::endl;
95 | return;
96 | } else std::cerr << "Loading opening book from file: " << filename << ". ";
97 |
98 | char _width, _height, _depth, value_bytes, partial_key_bytes, log_size;
99 |
100 | ifs.read(&_width, 1);
101 | if(ifs.fail() || _width != width) {
102 | std::cerr << "Unable to load opening book: invalid width (found: " << int(_width) << ", expected: " << width << ")" << std::endl;
103 | return;
104 | }
105 |
106 | ifs.read(&_height, 1);
107 | if(ifs.fail() || _height != height) {
108 | std::cerr << "Unable to load opening book: invalid height(found: " << int(_height) << ", expected: " << height << ")" << std::endl;
109 | return;
110 | }
111 |
112 | ifs.read(&_depth, 1);
113 | if(ifs.fail() || _depth > width * height) {
114 | std::cerr << "Unable to load opening book: invalid depth (found: " << int(_depth) << ")" << std::endl;
115 | return;
116 | }
117 |
118 | ifs.read(&partial_key_bytes, 1);
119 | if(ifs.fail() || partial_key_bytes > 8) {
120 | std::cerr << "Unable to load opening book: invalid internal key size(found: " << int(partial_key_bytes) << ")" << std::endl;
121 | return;
122 | }
123 |
124 | ifs.read(&value_bytes, 1);
125 | if(ifs.fail() || value_bytes != 1) {
126 | std::cerr << "Unable to load opening book: invalid value size (found: " << int(value_bytes) << ", expected: 1)" << std::endl;
127 | return;
128 | }
129 |
130 | ifs.read(&log_size, 1);
131 | if(ifs.fail() || log_size > 40) {
132 | std::cerr << "Unable to load opening book: invalid log2(size)(found: " << int(log_size) << ")" << std::endl;
133 | return;
134 | }
135 |
136 | if((T = initTranspositionTable(partial_key_bytes, log_size))) {
137 | ifs.read(reinterpret_cast(T->getKeys()), T->getSize() * partial_key_bytes);
138 | ifs.read(reinterpret_cast(T->getValues()), T->getSize() * value_bytes);
139 | if(ifs.fail()) {
140 | std::cerr << "Unable to load data from opening book" << std::endl;
141 | return;
142 | }
143 | depth = _depth; // set it in case of success only, keep -1 in case of failure
144 | std::cerr << "done" << std::endl;
145 | }
146 | else std::cerr << "Unable to initialize opening book" << std::endl;
147 | ifs.close();
148 | }
149 |
150 | void save(const std::string output_file) const {
151 | std::ofstream ofs(output_file, std::ios::binary);
152 | char tmp;
153 | tmp = width;
154 | ofs.write(&tmp, 1);
155 | tmp = height;
156 | ofs.write(&tmp, 1);
157 | tmp = depth;
158 | ofs.write(&tmp, 1);
159 | tmp = T->getKeySize();
160 | ofs.write(&tmp, 1);
161 | tmp = T->getValueSize();
162 | ofs.write(&tmp, 1);
163 | tmp = log2(T->getSize());
164 | ofs.write(&tmp, 1);
165 |
166 | ofs.write(reinterpret_cast(T->getKeys()), T->getSize() * T->getKeySize());
167 | ofs.write(reinterpret_cast(T->getValues()), T->getSize() * T->getValueSize());
168 | ofs.close();
169 | }
170 |
171 | int get(const Position &P) const {
172 | if(P.nbMoves() > depth) return 0;
173 | else return T->get(P.key3());
174 | }
175 |
176 | ~OpeningBook() {
177 | delete T;
178 | }
179 | };
180 |
181 | } // namespace Connect4
182 | } // namespace GameSolver
183 | #endif
184 |
--------------------------------------------------------------------------------
/Position.hpp:
--------------------------------------------------------------------------------
1 | /*
2 | * This file is part of Connect4 Game Solver
3 | * Copyright (C) 2017-2019 Pascal Pons
4 | *
5 | * Connect4 Game Solver is free software: you can redistribute it and/or
6 | * modify it under the terms of the GNU Affero General Public License as
7 | * published by the Free Software Foundation, either version 3 of the
8 | * License, or (at your option) any later version.
9 | *
10 | * Connect4 Game Solver is distributed in the hope that it will be useful,
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | * GNU Affero General Public License for more details.
14 | *
15 | * You should have received a copy of the GNU Affero General Public License
16 | * along with Connect4 Game Solver. If not, see .
17 | */
18 |
19 | #ifndef POSITION_HPP
20 | #define POSITION_HPP
21 |
22 | #include
23 | #include
24 | #include
25 |
26 | namespace GameSolver {
27 | namespace Connect4 {
28 | /**
29 | * A class storing a Connect 4 position.
30 | * Functions are relative to the current player to play.
31 | * Position containing alignment are not supported by this class.
32 | *
33 | * A binary bitboard representationis used.
34 | * Each column is encoded on HEIGH+1 bits.
35 | *
36 | * Example of bit order to encode for a 7x6 board
37 | * . . . . . . .
38 | * 5 12 19 26 33 40 47
39 | * 4 11 18 25 32 39 46
40 | * 3 10 17 24 31 38 45
41 | * 2 9 16 23 30 37 44
42 | * 1 8 15 22 29 36 43
43 | * 0 7 14 21 28 35 42
44 | *
45 | * Position is stored as
46 | * - a bitboard "mask" with 1 on any color stones
47 | * - a bitboard "current_player" with 1 on stones of current player
48 | *
49 | * "current_player" bitboard can be transformed into a compact and non ambiguous key
50 | * by adding an extra bit on top of the last non empty cell of each column.
51 | * This allow to identify all the empty cells whithout needing "mask" bitboard
52 | *
53 | * current_player "x" = 1, opponent "o" = 0
54 | * board position mask key bottom
55 | * 0000000 0000000 0000000 0000000
56 | * ....... 0000000 0000000 0001000 0000000
57 | * ...o... 0000000 0001000 0010000 0000000
58 | * ..xx... 0011000 0011000 0011000 0000000
59 | * ..ox... 0001000 0011000 0001100 0000000
60 | * ..oox.. 0000100 0011100 0000110 0000000
61 | * ..oxxo. 0001100 0011110 1101101 1111111
62 | *
63 | * current_player "o" = 1, opponent "x" = 0
64 | * board position mask key bottom
65 | * 0000000 0000000 0001000 0000000
66 | * ...x... 0000000 0001000 0000000 0000000
67 | * ...o... 0001000 0001000 0011000 0000000
68 | * ..xx... 0000000 0011000 0000000 0000000
69 | * ..ox... 0010000 0011000 0010100 0000000
70 | * ..oox.. 0011000 0011100 0011010 0000000
71 | * ..oxxo. 0010010 0011110 1110011 1111111
72 | *
73 | * key is an unique representation of a board key = position + mask + bottom
74 | * in practice, as bottom is constant, key = position + mask is also a
75 | * non-ambigous representation of the position.
76 | */
77 |
78 | /**
79 | * Generate a bitmask containing one for the bottom slot of each colum
80 | * must be defined outside of the class definition to be available at compile time for bottom_mask
81 | */
82 |
83 |
84 | class Position {
85 | public:
86 | static constexpr int WIDTH = 7; // width of the board
87 | static constexpr int HEIGHT = 6; // height of the board
88 |
89 | // Board size is 64bits or 128 bits depending on WIDTH and HEIGHT
90 | using position_t = typename std::conditional < WIDTH * (HEIGHT + 1) <= 64, uint64_t, __int128>::type;
91 | // __int128 is a g++ non portable type. Use the following line limited to 64bits board for C++ compatibility
92 | // using position_t = uint64_t;
93 |
94 | static constexpr int MIN_SCORE = -(WIDTH*HEIGHT) / 2 + 3;
95 | static constexpr int MAX_SCORE = (WIDTH * HEIGHT + 1) / 2 - 3;
96 |
97 | static_assert(WIDTH < 10, "Board's width must be less than 10");
98 | static_assert(WIDTH * (HEIGHT + 1) <= sizeof(position_t)*8, "Board does not fit into position_t bitmask");
99 |
100 | /**
101 | * Plays a possible move given by its bitmap representation
102 | *
103 | * @param move: a possible move given by its bitmap representation
104 | * only one bit of the bitmap should be set to 1
105 | * the move should be a valid possible move for the current player
106 | */
107 | void play(position_t move) {
108 | current_position ^= mask;
109 | mask |= move;
110 | moves++;
111 | }
112 |
113 | /*
114 | * Plays a sequence of successive played columns, mainly used to initilize a board.
115 | * @param seq: a sequence of digits corresponding to the 1-based index of the column played.
116 | *
117 | * @return number of played moves. Processing will stop at first invalid move that can be:
118 | * - invalid character (non digit, or digit >= WIDTH)
119 | * - playing a colum the is already full
120 | * - playing a column that makes an alignment (we only solve non).
121 | * Caller can check if the move sequence was valid by comparing the number of
122 | * processed moves to the length of the sequence.
123 | */
124 | unsigned int play(const std::string &seq) {
125 | for(unsigned int i = 0; i < seq.size(); i++) {
126 | int col = seq[i] - '1';
127 | if(col < 0 || col >= Position::WIDTH || !canPlay(col) || isWinningMove(col)) return i; // invalid move
128 | playCol(col);
129 | }
130 | return seq.size();
131 | }
132 |
133 | /**
134 | * return true if current player can win next move
135 | */
136 | bool canWinNext() const {
137 | return winning_position() & possible();
138 | }
139 |
140 |
141 | /**
142 | * @return number of moves played from the beginning of the game.
143 | */
144 | int nbMoves() const {
145 | return moves;
146 | }
147 |
148 | /**
149 | * @return a compact representation of a position on WIDTH*(HEIGHT+1) bits.
150 | */
151 | position_t key() const {
152 | return current_position + mask;
153 | }
154 |
155 | /**
156 | * Build a symetric base 3 key. Two symetric positions will have the same key.
157 | *
158 | * This key is a base 3 representation of the sequence of played moves column per column,
159 | * from bottom to top. The 3 digits are top_of_colum(0), current_player(1), opponent(2).
160 | *
161 | * example: game "45" where player one played colum 4, then player two played column 5
162 | * has a representation in base 3 digits : 0 0 0 1 0 2 0 0 0 or : 3*3^3 + 1*3^5
163 | *
164 | * The symetric key is the mimimum key of the two keys built iterating columns from left to righ or right to left.
165 | *
166 | * as the last digit is always 0, we omit it and a base 3 key
167 | * uses N = (nbMoves + nbColums - 1) base 3 digits or N*log2(3) bits.
168 | */
169 | uint64_t key3() const {
170 | uint64_t key_forward = 0;
171 | for(int i = 0; i < Position::WIDTH; i++) partialKey3(key_forward, i); // compute key in increasing order of columns
172 |
173 | uint64_t key_reverse = 0;
174 | for(int i = Position::WIDTH; i--;) partialKey3(key_reverse, i); // compute key in decreasing order of columns
175 |
176 | return key_forward < key_reverse ? key_forward / 3 : key_reverse / 3; // take the smallest key and divide per 3 as the last base3 digit is always 0
177 | }
178 |
179 | /**
180 | * Return a bitmap of all the possible next moves the do not lose in one turn.
181 | * A losing move is a move leaving the possibility for the opponent to win directly.
182 | *
183 | * Warning this function is intended to test position where you cannot win in one turn
184 | * If you have a winning move, this function can miss it and prefer to prevent the opponent
185 | * to make an alignment.
186 | */
187 | position_t possibleNonLosingMoves() const {
188 | assert(!canWinNext());
189 | position_t possible_mask = possible();
190 | position_t opponent_win = opponent_winning_position();
191 | position_t forced_moves = possible_mask & opponent_win;
192 | if(forced_moves) {
193 | if(forced_moves & (forced_moves - 1)) // check if there is more than one forced move
194 | return 0; // the opponnent has two winning moves and you cannot stop him
195 | else possible_mask = forced_moves; // enforce to play the single forced move
196 | }
197 | return possible_mask & ~(opponent_win >> 1); // avoid to play below an opponent winning spot
198 | }
199 |
200 | /**
201 | * Score a possible move.
202 | *
203 | * @param move, a possible move given in a bitmap format.
204 | *
205 | * The score we are using is the number of winning spots
206 | * the current player has after playing the move.
207 | */
208 | int moveScore(position_t move) const {
209 | return popcount(compute_winning_position(current_position | move, mask));
210 | }
211 |
212 | /**
213 | * Default constructor, build an empty position.
214 | */
215 | Position() : current_position{0}, mask{0}, moves{0} {}
216 |
217 | /**
218 | * Indicates whether a column is playable.
219 | * @param col: 0-based index of column to play
220 | * @return true if the column is playable, false if the column is already full.
221 | */
222 | bool canPlay(int col) const {
223 | return (mask & top_mask_col(col)) == 0;
224 | }
225 |
226 | /**
227 | * Plays a playable column.
228 | * This function should not be called on a non-playable column or a column making an alignment.
229 | *
230 | * @param col: 0-based index of a playable column.
231 | */
232 | void playCol(int col) {
233 | play((mask + bottom_mask_col(col)) & column_mask(col));
234 | }
235 |
236 | /**
237 | * Indicates whether the current player wins by playing a given column.
238 | * This function should never be called on a non-playable column.
239 | * @param col: 0-based index of a playable column.
240 | * @return true if current player makes an alignment by playing the corresponding column col.
241 | */
242 | bool isWinningMove(int col) const {
243 | return winning_position() & possible() & column_mask(col);
244 | }
245 |
246 | private:
247 | position_t current_position; // bitmap of the current_player stones
248 | position_t mask; // bitmap of all the already palyed spots
249 | unsigned int moves; // number of moves played since the beinning of the game.
250 |
251 | /**
252 | * Compute a partial base 3 key for a given column
253 | */
254 | void partialKey3(uint64_t &key, int col) const {
255 | for(position_t pos = UINT64_C(1) << (col * (Position::HEIGHT + 1)); pos & mask; pos <<= 1) {
256 | key *= 3;
257 | if(pos & current_position) key += 1;
258 | else key += 2;
259 | }
260 | key *= 3;
261 | }
262 |
263 | /**
264 | * Return a bitmask of the possible winning positions for the current player
265 | */
266 | position_t winning_position() const {
267 | return compute_winning_position(current_position, mask);
268 | }
269 |
270 | /**
271 | * Return a bitmask of the possible winning positions for the opponent
272 | */
273 | position_t opponent_winning_position() const {
274 | return compute_winning_position(current_position ^ mask, mask);
275 | }
276 |
277 | /**
278 | * Bitmap of the next possible valid moves for the current player
279 | * Including losing moves.
280 | */
281 | position_t possible() const {
282 | return (mask + bottom_mask) & board_mask;
283 | }
284 |
285 | /**
286 | * counts number of bit set to one in a 64bits integer
287 | */
288 | static unsigned int popcount(position_t m) {
289 | unsigned int c = 0;
290 | for(c = 0; m; c++) m &= m - 1;
291 | return c;
292 | }
293 |
294 | /**
295 | * @parmam position, a bitmap of the player to evaluate the winning pos
296 | * @param mask, a mask of the already played spots
297 | *
298 | * @return a bitmap of all the winning free spots making an alignment
299 | */
300 | static position_t compute_winning_position(position_t position, position_t mask) {
301 | // vertical;
302 | position_t r = (position << 1) & (position << 2) & (position << 3);
303 |
304 | //horizontal
305 | position_t p = (position << (HEIGHT + 1)) & (position << 2 * (HEIGHT + 1));
306 | r |= p & (position << 3 * (HEIGHT + 1));
307 | r |= p & (position >> (HEIGHT + 1));
308 | p = (position >> (HEIGHT + 1)) & (position >> 2 * (HEIGHT + 1));
309 | r |= p & (position << (HEIGHT + 1));
310 | r |= p & (position >> 3 * (HEIGHT + 1));
311 |
312 | //diagonal 1
313 | p = (position << HEIGHT) & (position << 2 * HEIGHT);
314 | r |= p & (position << 3 * HEIGHT);
315 | r |= p & (position >> HEIGHT);
316 | p = (position >> HEIGHT) & (position >> 2 * HEIGHT);
317 | r |= p & (position << HEIGHT);
318 | r |= p & (position >> 3 * HEIGHT);
319 |
320 | //diagonal 2
321 | p = (position << (HEIGHT + 2)) & (position << 2 * (HEIGHT + 2));
322 | r |= p & (position << 3 * (HEIGHT + 2));
323 | r |= p & (position >> (HEIGHT + 2));
324 | p = (position >> (HEIGHT + 2)) & (position >> 2 * (HEIGHT + 2));
325 | r |= p & (position << (HEIGHT + 2));
326 | r |= p & (position >> 3 * (HEIGHT + 2));
327 |
328 | return r & (board_mask ^ mask);
329 | }
330 |
331 | // Static bitmaps
332 | template struct bottom {static constexpr position_t mask = bottom::mask | position_t(1) << (width - 1) * (height + 1);};
333 | template struct bottom<0, height> {static constexpr position_t mask = 0;};
334 |
335 | static constexpr position_t bottom_mask = bottom::mask;
336 | static constexpr position_t board_mask = bottom_mask * ((1LL << HEIGHT) - 1);
337 |
338 | // return a bitmask containg a single 1 corresponding to the top cel of a given column
339 | static constexpr position_t top_mask_col(int col) {
340 | return UINT64_C(1) << ((HEIGHT - 1) + col * (HEIGHT + 1));
341 | }
342 |
343 | // return a bitmask containg a single 1 corresponding to the bottom cell of a given column
344 | static constexpr position_t bottom_mask_col(int col) {
345 | return UINT64_C(1) << col * (HEIGHT + 1);
346 | }
347 |
348 | public:
349 | // return a bitmask 1 on all the cells of a given column
350 | static constexpr position_t column_mask(int col) {
351 | return ((UINT64_C(1) << HEIGHT) - 1) << col * (HEIGHT + 1);
352 | }
353 | };
354 |
355 | } // namespace Connect4
356 | } // namespace GameSolver
357 | #endif
358 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Connect 4 Game Solver
2 |
3 | This C++ source code is published under AGPL v3 license.
4 |
5 | Read the associated [step by step tutorial to build a perfect Connect 4 AI](http://blog.gamesolver.org) for explanations.
6 |
--------------------------------------------------------------------------------
/Solver.cpp:
--------------------------------------------------------------------------------
1 | /*
2 | * This file is part of Connect4 Game Solver
3 | * Copyright (C) 2017-2019 Pascal Pons
4 | *
5 | * Connect4 Game Solver is free software: you can redistribute it and/or
6 | * modify it under the terms of the GNU Affero General Public License as
7 | * published by the Free Software Foundation, either version 3 of the
8 | * License, or (at your option) any later version.
9 | *
10 | * Connect4 Game Solver is distributed in the hope that it will be useful,
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | * GNU Affero General Public License for more details.
14 | *
15 | * You should have received a copy of the GNU Affero General Public License
16 | * along with Connect4 Game Solver. If not, see .
17 | */
18 |
19 | #include
20 | #include "Solver.hpp"
21 | #include "MoveSorter.hpp"
22 |
23 | using namespace GameSolver::Connect4;
24 |
25 | namespace GameSolver {
26 | namespace Connect4 {
27 |
28 | /**
29 | * Reccursively score connect 4 position using negamax variant of alpha-beta algorithm.
30 | * @param: position to evaluate, this function assumes nobody already won and
31 | * current player cannot win next move. This has to be checked before
32 | * @param: alpha < beta, a score window within which we are evaluating the position.
33 | *
34 | * @return the exact score, an upper or lower bound score depending of the case:
35 | * - if actual score of position <= alpha then actual score <= return value <= alpha
36 | * - if actual score of position >= beta then beta <= return value <= actual score
37 | * - if alpha <= actual score <= beta then return value = actual score
38 | */
39 | int Solver::negamax(const Position &P, int alpha, int beta) {
40 | assert(alpha < beta);
41 | assert(!P.canWinNext());
42 |
43 | nodeCount++; // increment counter of explored nodes
44 |
45 | Position::position_t possible = P.possibleNonLosingMoves();
46 | if(possible == 0) // if no possible non losing move, opponent wins next move
47 | return -(Position::WIDTH * Position::HEIGHT - P.nbMoves()) / 2;
48 |
49 | if(P.nbMoves() >= Position::WIDTH * Position::HEIGHT - 2) // check for draw game
50 | return 0;
51 |
52 | int min = -(Position::WIDTH * Position::HEIGHT - 2 - P.nbMoves()) / 2; // lower bound of score as opponent cannot win next move
53 | if(alpha < min) {
54 | alpha = min; // there is no need to keep alpha below our max possible score.
55 | if(alpha >= beta) return alpha; // prune the exploration if the [alpha;beta] window is empty.
56 | }
57 |
58 | int max = (Position::WIDTH * Position::HEIGHT - 1 - P.nbMoves()) / 2; // upper bound of our score as we cannot win immediately
59 | if(beta > max) {
60 | beta = max; // there is no need to keep beta above our max possible score.
61 | if(alpha >= beta) return beta; // prune the exploration if the [alpha;beta] window is empty.
62 | }
63 |
64 | const Position::position_t key = P.key();
65 | if(int val = transTable.get(key)) {
66 | if(val > Position::MAX_SCORE - Position::MIN_SCORE + 1) { // we have an lower bound
67 | min = val + 2 * Position::MIN_SCORE - Position::MAX_SCORE - 2;
68 | if(alpha < min) {
69 | alpha = min; // there is no need to keep beta above our max possible score.
70 | if(alpha >= beta) return alpha; // prune the exploration if the [alpha;beta] window is empty.
71 | }
72 | } else { // we have an upper bound
73 | max = val + Position::MIN_SCORE - 1;
74 | if(beta > max) {
75 | beta = max; // there is no need to keep beta above our max possible score.
76 | if(alpha >= beta) return beta; // prune the exploration if the [alpha;beta] window is empty.
77 | }
78 | }
79 | }
80 |
81 | if(int val = book.get(P)) return val + Position::MIN_SCORE - 1; // look for solutions stored in opening book
82 |
83 | MoveSorter moves;
84 | for(int i = Position::WIDTH; i--;)
85 | if(Position::position_t move = possible & Position::column_mask(columnOrder[i]))
86 | moves.add(move, P.moveScore(move));
87 |
88 | while(Position::position_t next = moves.getNext()) {
89 | Position P2(P);
90 | P2.play(next); // It's opponent turn in P2 position after current player plays x column.
91 | int score = -negamax(P2, -beta, -alpha); // explore opponent's score within [-beta;-alpha] windows:
92 | // no need to have good precision for score better than beta (opponent's score worse than -beta)
93 | // no need to check for score worse than alpha (opponent's score worse better than -alpha)
94 |
95 | if(score >= beta) {
96 | transTable.put(key, score + Position::MAX_SCORE - 2 * Position::MIN_SCORE + 2); // save the lower bound of the position
97 | return score; // prune the exploration if we find a possible move better than what we were looking for.
98 | }
99 | if(score > alpha) alpha = score; // reduce the [alpha;beta] window for next exploration, as we only
100 | // need to search for a position that is better than the best so far.
101 | }
102 |
103 | transTable.put(key, alpha - Position::MIN_SCORE + 1); // save the upper bound of the position
104 | return alpha;
105 | }
106 |
107 | int Solver::solve(const Position &P, bool weak) {
108 | if(P.canWinNext()) // check if win in one move as the Negamax function does not support this case.
109 | return (Position::WIDTH * Position::HEIGHT + 1 - P.nbMoves()) / 2;
110 | int min = -(Position::WIDTH * Position::HEIGHT - P.nbMoves()) / 2;
111 | int max = (Position::WIDTH * Position::HEIGHT + 1 - P.nbMoves()) / 2;
112 | if(weak) {
113 | min = -1;
114 | max = 1;
115 | }
116 |
117 | while(min < max) { // iteratively narrow the min-max exploration window
118 | int med = min + (max - min) / 2;
119 | if(med <= 0 && min / 2 < med) med = min / 2;
120 | else if(med >= 0 && max / 2 > med) med = max / 2;
121 | int r = negamax(P, med, med + 1); // use a null depth window to know if the actual score is greater or smaller than med
122 | if(r <= med) max = r;
123 | else min = r;
124 | }
125 | return min;
126 | }
127 |
128 | std::vector Solver::analyze(const Position &P, bool weak) {
129 | std::vector scores(Position::WIDTH, Solver::INVALID_MOVE);
130 | for (int col = 0; col < Position::WIDTH; col++)
131 | if (P.canPlay(col)) {
132 | if(P.isWinningMove(col)) scores[col] = (Position::WIDTH * Position::HEIGHT + 1 - P.nbMoves()) / 2;
133 | else {
134 | Position P2(P);
135 | P2.playCol(col);
136 | scores[col] = -solve(P2, weak);
137 | }
138 | }
139 | return scores;
140 | }
141 |
142 | // Constructor
143 | Solver::Solver() : nodeCount{0} {
144 | for(int i = 0; i < Position::WIDTH; i++) // initialize the column exploration order, starting with center columns
145 | columnOrder[i] = Position::WIDTH / 2 + (1 - 2 * (i % 2)) * (i + 1) / 2; // example for WIDTH=7: columnOrder = {3, 4, 2, 5, 1, 6, 0}
146 | }
147 |
148 | } // namespace Connect4
149 | } // namespace GameSolver
150 |
--------------------------------------------------------------------------------
/Solver.hpp:
--------------------------------------------------------------------------------
1 | /*
2 | * This file is part of Connect4 Game Solver
3 | * Copyright (C) 2017-2019 Pascal Pons
4 | *
5 | * Connect4 Game Solver is free software: you can redistribute it and/or
6 | * modify it under the terms of the GNU Affero General Public License as
7 | * published by the Free Software Foundation, either version 3 of the
8 | * License, or (at your option) any later version.
9 | *
10 | * Connect4 Game Solver is distributed in the hope that it will be useful,
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | * GNU Affero General Public License for more details.
14 | *
15 | * You should have received a copy of the GNU Affero General Public License
16 | * along with Connect4 Game Solver. If not, see .
17 | */
18 |
19 | #ifndef SOLVER_HPP
20 | #define SOLVER_HPP
21 |
22 | #include
23 | #include
24 | #include "Position.hpp"
25 | #include "TranspositionTable.hpp"
26 | #include "OpeningBook.hpp"
27 |
28 | namespace GameSolver {
29 | namespace Connect4 {
30 |
31 | class Solver {
32 | private:
33 | static constexpr int TABLE_SIZE = 24; // store 2^TABLE_SIZE elements in the transpositiontbale
34 | TranspositionTable < uint_t < Position::WIDTH*(Position::HEIGHT + 1) - TABLE_SIZE >, Position::position_t, uint8_t, TABLE_SIZE > transTable;
35 | OpeningBook book{Position::WIDTH, Position::HEIGHT}; // opening book
36 | unsigned long long nodeCount; // counter of explored nodes.
37 | int columnOrder[Position::WIDTH]; // column exploration order
38 |
39 | /**
40 | * Reccursively score connect 4 position using negamax variant of alpha-beta algorithm.
41 | * @param: position to evaluate, this function assumes nobody already won and
42 | * current player cannot win next move. This has to be checked before
43 | * @param: alpha < beta, a score window within which we are evaluating the position.
44 | *
45 | * @return the exact score, an upper or lower bound score depending of the case:
46 | * - if actual score of position <= alpha then actual score <= return value <= alpha
47 | * - if actual score of position >= beta then beta <= return value <= actual score
48 | * - if alpha <= actual score <= beta then return value = actual score
49 | */
50 | int negamax(const Position &P, int alpha, int beta);
51 |
52 | public:
53 | static const int INVALID_MOVE = -1000;
54 |
55 | // Returns the score of a position
56 | int solve(const Position &P, bool weak = false);
57 |
58 | // Returns the score off all possible moves of a position as an array.
59 | // Returns INVALID_MOVE for unplayable columns
60 | std::vector analyze(const Position &P, bool weak = false);
61 |
62 | unsigned long long getNodeCount() const {
63 | return nodeCount;
64 | }
65 |
66 | void reset() {
67 | nodeCount = 0;
68 | transTable.reset();
69 | }
70 |
71 | void loadBook(std::string book_file) {
72 | book.load(book_file);
73 | }
74 |
75 | Solver(); // Constructor
76 | };
77 |
78 | } // namespace Connect4
79 | } // namespace GameSolver
80 | #endif
81 |
--------------------------------------------------------------------------------
/TranspositionTable.hpp:
--------------------------------------------------------------------------------
1 | /*
2 | * This file is part of Connect4 Game Solver
3 | * Copyright (C) 2017-2019 Pascal Pons
4 | *
5 | * Connect4 Game Solver is free software: you can redistribute it and/or
6 | * modify it under the terms of the GNU Affero General Public License as
7 | * published by the Free Software Foundation, either version 3 of the
8 | * License, or (at your option) any later version.
9 | *
10 | * Connect4 Game Solver is distributed in the hope that it will be useful,
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | * GNU Affero General Public License for more details.
14 | *
15 | * You should have received a copy of the GNU Affero General Public License
16 | * along with Connect4 Game Solver. If not, see .
17 | */
18 |
19 | #ifndef TRANSPOSITION_TABLE_HPP
20 | #define TRANSPOSITION_TABLE_HPP
21 |
22 | #include
23 |
24 | namespace GameSolver {
25 | namespace Connect4 {
26 |
27 | /**
28 | * util functions to compute next prime at compile time
29 | */
30 | constexpr uint64_t med(uint64_t min, uint64_t max) {
31 | return (min + max) / 2;
32 | }
33 | /**
34 | * tells if an integer n has a a divisor between min (inclusive) and max (exclusive)
35 | */
36 | constexpr bool has_factor(uint64_t n, uint64_t min, uint64_t max) {
37 | return min * min > n ? false : // do not search for factor above sqrt(n)
38 | min + 1 >= max ? n % min == 0 :
39 | has_factor(n, min, med(min, max)) || has_factor(n, med(min, max), max);
40 | }
41 |
42 | // return next prime number greater or equal to n.
43 | // n must be >= 2
44 | constexpr uint64_t next_prime(uint64_t n) {
45 | return has_factor(n, 2, n) ? next_prime(n + 1) : n;
46 | }
47 |
48 | // log2(1) = 0; log2(2) = 1; log2(3) = 1; log2(4) = 2; log2(8) = 3
49 | constexpr unsigned int log2(unsigned int n) {
50 | return n <= 1 ? 0 : log2(n / 2) + 1;
51 | }
52 |
53 | /**
54 | * Abstrac interface for the Transposition Table get function
55 | */
56 | template
57 | class TableGetter {
58 | private:
59 | virtual void* getKeys() = 0;
60 | virtual void* getValues() = 0;
61 | virtual size_t getSize() = 0;
62 | virtual int getKeySize() = 0;
63 | virtual int getValueSize() = 0;
64 |
65 | public:
66 | virtual value_t get(key_t key) const = 0;
67 | virtual ~TableGetter() {};
68 |
69 | friend class OpeningBook;
70 | };
71 |
72 | // uint_t is a template type providing an unsigned int able to fit interger of S bits.
73 | // uint_t<8> = uint8_t and uint_t<9> = uint_16t
74 | template using uint_t =
75 | typename std::conditional < S <= 8, uint_least8_t,
76 | typename std::conditional < S <= 16, uint_least16_t,
77 | typename std::conditional::type>::type >::type;
79 |
80 | /**
81 | * Transposition Table is a simple hash map with fixed storage size.
82 | * In case of collision we keep the last entry and overide the previous one.
83 | * We keep only part of the key to reduce storage, but no error is possible thanks to Chinese theorem.
84 | *
85 | * The number of stored entries is a power of two that is defined at compile time.
86 | * We also define size of the entries and keys to allow optimization at compile time.
87 | *
88 | * key_size: number of bits of the key
89 | * value_size: number of bits of the value
90 | * log_size: base 2 log of the size of the Transposition Table.
91 | * The table will contain 2^log_size elements
92 | */
93 | template
94 | class TranspositionTable : public TableGetter {
95 | private:
96 | static const size_t size = next_prime(1 << log_size); // size of the transition table. Have to be odd to be prime with 2^sizeof(key_t)
97 | partial_key_t *K; // Array to store truncated version of keys;
98 | value_t *V; // Array to store values;
99 |
100 | void* getKeys() override {return K;}
101 | void* getValues() override {return V;}
102 | size_t getSize() override {return size;}
103 | int getKeySize() override {return sizeof(partial_key_t);}
104 | int getValueSize() override {return sizeof(value_t);}
105 |
106 | size_t index(key_t key) const {
107 | return key % size;
108 | }
109 |
110 | public:
111 | TranspositionTable() {
112 | K = new partial_key_t[size];
113 | V = new value_t[size];
114 | reset();
115 | }
116 |
117 | ~TranspositionTable() {
118 | delete[] K;
119 | delete[] V;
120 | }
121 |
122 | /**
123 | * Empty the Transition Table.
124 | */
125 | void reset() { // fill everything with 0, because 0 value means missing data
126 | memset(K, 0, size * sizeof(partial_key_t));
127 | memset(V, 0, size * sizeof(value_t));
128 | }
129 |
130 | /**
131 | * Store a value for a given key
132 | * @param key: must be less than key_size bits.
133 | * @param value: must be less than value_size bits. null (0) value is used to encode missing data
134 | */
135 | void put(key_t key, value_t value) {
136 | size_t pos = index(key);
137 | K[pos] = key; // key is possibly trucated as key_t is possibly less than key_size bits.
138 | V[pos] = value;
139 | }
140 |
141 | /**
142 | * Get the value of a key
143 | * @param key: must be less than key_size bits.
144 | * @return value_size bits value associated with the key if present, 0 otherwise.
145 | */
146 | value_t get(key_t key) const override {
147 | size_t pos = index(key);
148 | if(K[pos] == (partial_key_t)key) return V[pos]; // need to cast to key_t because key may be truncated due to size of key_t
149 | else return 0;
150 | }
151 | };
152 |
153 | } // namespace Connect4
154 | } // namespace GameSolver
155 | #endif
156 |
--------------------------------------------------------------------------------
/generator.cpp:
--------------------------------------------------------------------------------
1 | #include "Position.hpp"
2 | #include "OpeningBook.hpp"
3 |
4 | #include
5 | #include
6 | #include
7 | #include
8 |
9 | using namespace GameSolver::Connect4;
10 |
11 | std::unordered_set visited;
12 |
13 | /**
14 | * Explore and print all possible position under a given depth.
15 | * symetric positions are printed only once.
16 | */
17 | void explore(const Position &P, char* pos_str, const int depth) {
18 | uint64_t key = P.key3();
19 | if(!visited.insert(key).second)
20 | return; // already explored position
21 |
22 | int nb_moves = P.nbMoves();
23 | if(nb_moves <= depth)
24 | std::cout << pos_str << std::endl;
25 | if(nb_moves >= depth) return; // do not explore at further depth
26 |
27 | for(int i = 0; i < Position::WIDTH; i++) // explore all possible moves
28 | if(P.canPlay(i) && !P.isWinningMove(i)) {
29 | Position P2(P);
30 | P2.playCol(i);
31 | pos_str[nb_moves] = '1' + i;
32 | explore(P2, pos_str, depth);
33 | pos_str[nb_moves] = 0;
34 | }
35 | }
36 |
37 | /**
38 | * Read scored positions from stdin and store them in an opening book
39 | *
40 | * Input lines must be a valid position (possibly empty string), a space and a valid score
41 | * Read input until EOF or an empty line is reached.
42 | */
43 | void generate_opening_book() {
44 | static constexpr int BOOK_SIZE = 23; // store 2^BOOK_SIZE positions in the book
45 | static constexpr int DEPTH = 14; // max depth of every position to be stored
46 | static constexpr double LOG_3 = 1.58496250072; // log2(3)
47 | TranspositionTable, Position::position_t, uint8_t, BOOK_SIZE> *table =
48 | new TranspositionTable, Position::position_t, uint8_t, BOOK_SIZE>();
49 |
50 | long long count = 1;
51 | for(std::string line; getline(std::cin, line); count++) {
52 | if(line.length() == 0) break; // empty line = end of input
53 | std::istringstream iss(line);
54 | std::string pos;
55 | getline(iss, pos, ' '); // read position before first space character
56 | int score;
57 | iss >> score;
58 |
59 | Position P;
60 | if(iss.fail() || !iss.eof()
61 | || P.play(pos) != pos.length()
62 | || score < Position::MIN_SCORE || score > Position::MAX_SCORE) { // a valid line is a position a space and a valid score
63 | std::cerr << "Invalid line (line ignored): " << line << std::endl;
64 | continue;
65 | }
66 | table->put(P.key3(), score - Position::MIN_SCORE + 1);
67 | if(count % 1000000 == 0) std::cerr << count << std::endl;
68 | }
69 |
70 | OpeningBook book{Position::WIDTH, Position::HEIGHT, DEPTH, table};
71 |
72 | std::ostringstream book_file;
73 | book_file << Position::WIDTH << "x" << Position::HEIGHT << ".book";
74 | book.save(book_file.str());
75 | }
76 |
77 | /**
78 | * If used with a max depth parameter: generate all uniquepsoition upto max depth
79 | * If no parameter: read scoredposition from standard input to store in an opening book
80 | */
81 | int main(int argc, char** argv) {
82 | if(argc > 1) {
83 | int depth = atoi(argv[1]);
84 | char pos_str[depth + 1] = {0};
85 | explore(Position(), pos_str, depth);
86 | } else generate_opening_book();
87 | }
88 |
--------------------------------------------------------------------------------
/main.cpp:
--------------------------------------------------------------------------------
1 | /*
2 | * This file is part of Connect4 Game Solver
3 | * Copyright (C) 2017-2019 Pascal Pons
4 | *
5 | * Connect4 Game Solver is free software: you can redistribute it and/or
6 | * modify it under the terms of the GNU Affero General Public License as
7 | * published by the Free Software Foundation, either version 3 of the
8 | * License, or (at your option) any later version.
9 | *
10 | * Connect4 Game Solver is distributed in the hope that it will be useful,
11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 | * GNU Affero General Public License for more details.
14 | *
15 | * You should have received a copy of the GNU Affero General Public License
16 | * along with Connect4 Game Solver. If not, see .
17 | */
18 |
19 | #include "Solver.hpp"
20 | #include
21 |
22 | using namespace GameSolver::Connect4;
23 |
24 | /**
25 | * Main function.
26 | * Reads Connect 4 positions, line by line, from standard input
27 | * and writes one line per position to standard output containing:
28 | * - score of the position
29 | * - number of nodes explored
30 | * - time spent in microsecond to solve the position.
31 | *
32 | * Any invalid position (invalid sequence of move, or already won game)
33 | * will generate an error message to standard error and an empty line to standard output.
34 | */
35 | int main(int argc, char** argv) {
36 | Solver solver;
37 | bool weak = false;
38 | bool analyze = false;
39 |
40 | std::string opening_book = "7x6.book";
41 | for(int i = 1; i < argc; i++) {
42 | if(argv[i][0] == '-') {
43 | if(argv[i][1] == 'w') weak = true; // parameter -w: use weak solver
44 | else if(argv[i][1] == 'b') { // paramater -b: define an alternative opening book
45 | if(++i < argc) opening_book = std::string(argv[i]);
46 | }
47 | else if(argv[i][1] == 'a') { // paramater -a: make an analysis of all possible moves
48 | analyze = true;
49 | }
50 | }
51 | }
52 | solver.loadBook(opening_book);
53 |
54 | std::string line;
55 |
56 | for(int l = 1; std::getline(std::cin, line); l++) {
57 | Position P;
58 | if(P.play(line) != line.size()) {
59 | std::cerr << "Line " << l << ": Invalid move " << (P.nbMoves() + 1) << " \"" << line << "\"" << std::endl;
60 | } else {
61 | std::cout << line;
62 | if(analyze) {
63 | std::vector scores = solver.analyze(P, weak);
64 | for(int i = 0; i < Position::WIDTH; i++) std::cout << " " << scores[i];
65 | }
66 | else {
67 | int score = solver.solve(P, weak);
68 | std::cout << " " << score;
69 | }
70 | std::cout << std::endl;
71 | }
72 | }
73 | }
74 |
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