├── .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: -------------------------------------------------------------------------------- 1 | GNU AFFERO GENERAL PUBLIC LICENSE 2 | Version 3, 19 November 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU Affero General Public License is a free, copyleft license for 11 | software and other kinds of works, specifically designed to ensure 12 | cooperation with the community in the case of network server software. 13 | 14 | The licenses for most software and other practical works are designed 15 | to take away your freedom to share and change the works. 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Interpretation of Sections 15 and 16. 611 | 612 | If the disclaimer of warranty and limitation of liability provided 613 | above cannot be given local legal effect according to their terms, 614 | reviewing courts shall apply local law that most closely approximates 615 | an absolute waiver of all civil liability in connection with the 616 | Program, unless a warranty or assumption of liability accompanies a 617 | copy of the Program in return for a fee. 618 | 619 | END OF TERMS AND CONDITIONS 620 | 621 | How to Apply These Terms to Your New Programs 622 | 623 | If you develop a new program, and you want it to be of the greatest 624 | possible use to the public, the best way to achieve this is to make it 625 | free software which everyone can redistribute and change under these terms. 626 | 627 | To do so, attach the following notices to the program. It is safest 628 | to attach them to the start of each source file to most effectively 629 | state the exclusion of warranty; and each file should have at least 630 | the "copyright" line and a pointer to where the full notice is found. 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. 644 | 645 | You should have received a copy of the GNU Affero General Public License 646 | along with this program. If not, see . 647 | 648 | Also add information on how to contact you by electronic and paper mail. 649 | 650 | If your software can interact with users remotely through a computer 651 | network, you should also make sure that it provides a way for users to 652 | get its source. For example, if your program is a web application, its 653 | interface could display a "Source" link that leads users to an archive 654 | of the code. There are many ways you could offer source, and different 655 | solutions will be better for different programs; see section 13 for the 656 | specific requirements. 657 | 658 | You should also get your employer (if you work as a programmer) or school, 659 | if any, to sign a "copyright disclaimer" for the program, if necessary. 660 | For more information on this, and how to apply and follow the GNU AGPL, see 661 | . 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 | --------------------------------------------------------------------------------