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Diffstat (limited to 'examples/org.eclipse.swt.examples.browser.demos/src/org/eclipse/swt/examples/browser/demos/Pawns.java')
-rw-r--r--examples/org.eclipse.swt.examples.browser.demos/src/org/eclipse/swt/examples/browser/demos/Pawns.java232
1 files changed, 0 insertions, 232 deletions
diff --git a/examples/org.eclipse.swt.examples.browser.demos/src/org/eclipse/swt/examples/browser/demos/Pawns.java b/examples/org.eclipse.swt.examples.browser.demos/src/org/eclipse/swt/examples/browser/demos/Pawns.java
deleted file mode 100644
index 1e2ef706d8..0000000000
--- a/examples/org.eclipse.swt.examples.browser.demos/src/org/eclipse/swt/examples/browser/demos/Pawns.java
+++ /dev/null
@@ -1,232 +0,0 @@
-/*******************************************************************************
- * Copyright (c) 2000, 2004 IBM Corporation and others.
- * All rights reserved. This program and the accompanying materials
- * are made available under the terms of the Eclipse Public License v1.0
- * which accompanies this distribution, and is available at
- * http://www.eclipse.org/legal/epl-v10.html
- *
- * Contributors:
- * IBM Corporation - initial API and implementation
- *******************************************************************************/
-package org.eclipse.swt.examples.browser.demos;
-
-public class Pawns {
-
- /* Current board representation in compacted form */
- byte[] game = new byte[64];
- /* Best move */
- int bestIndex = -1;
- /* Related best score */
- int bestScore = Integer.MIN_VALUE;
- /* Estimated strategic value of each cell based on proximity to walls */
- static int[] gameWallWeight = new int[64];
- Thread thread = null;
- boolean threadStop = false;
-
- final static byte EMPTY = 0;
- final static byte WHITE = 1;
- final static byte BLACK = 2;
- final static byte WALL = 3;
-
-public Pawns() {
-}
-
-/* Provide the current game and ignitiate the search of the best move for the given type
- * Must return immediately as it will be called from the UI thread.
- * The UI thread will fetch the best move any time thereafter.
- */
-public void playRequest(byte[][] game, int type) {
- threadStop = true;
- synchronized (this) {
- bestIndex = -1;
- bestScore = Integer.MIN_VALUE;
- convert(game, this.game);
- initPawnBorders(this.game, gameWallWeight);
- /* Quickly compute a legal move */
- for (int i = 0; i < this.game.length; i++) {
- if (this.game[i] == EMPTY) {
- bestIndex = i;
- break;
- }
- }
- new Thread() {
- public void run() {
- synchronized(Pawns.this) {
- threadStop = false;
- int[] result = new int[2];
- /* if long time, must check for threadStop and exit early */
- evalBest(Pawns.this.game, BLACK, 2, result);
- bestIndex = result[0];
- bestScore = result[1];
- }
- }
- }.start();
- }
-}
-
-/* Fetch best move in natural coordinates for the board previously given in
- * the call to playRequest.
- */
-public void getBestMove(int[] point) {
- convert(bestIndex, point);
- threadStop = true;
-}
-
-/* Given an expanded representation of the board, format internal compact mode */
-static void convert(byte[][] board, byte[] g) {
- for (int i = 0; i < board.length; i++) System.arraycopy(board[i], 0, g, i * 8, 8);
-}
-/* Update given compact model based on player move in natural coordinates */
-static void set(byte[] g, int x, int y, byte type) {
- g[x*8+y] = type;
-}
-/* Given an index in compact representation, return natural coordinates */
-static void convert(int index, /*out [0] x [1] y */int[] point) {
- point[0] = index / 8;
- point[1] = index % 8;
-}
-/* Given an index into the compact model and the neighbour code,
- * return the index of the corresponding neighbour index.
- * Returns -1 if there is no neighbour.
- *
- * Neighbour code for the index X
- * 0 1 2
- * 3 X 4
- * 5 6 7
- */
-static int getNeighbourIndex(byte[] g, int index, int neighbour) {
- if (index < 0 || index >= g.length) return -1;
- int result = -1;
- switch (neighbour) {
- case 0: result = index < 8 || index % 8 == 0 ? -1 : index - 9; break;
- case 1: result = index < 8 ? -1 : index - 8; break;
- case 2: result = index < 8 || index % 8 == 7 ? -1 : index - 7; break;
- case 3: result = index % 8 == 0 ? -1 : index - 1; break;
- case 4: result = index % 8 == 7 ? -1 : index + 1; break;
- case 5: result = index % 8 == 0 || index >= 56 ? -1 : index + 7; break;
- case 6: result = index >= 56 ? -1 : index + 8; break;
- case 7: result = index % 8 == 7 || index >= 56 ? -1 : index + 9; break;
- }
- return result;
-}
-/* Make the player type play at index on given compact board
- * Compute all pawns that must be reversed.
- */
-static void play(byte[] g, int index, byte type) {
- byte opponentType = type == WHITE ? BLACK : WHITE;
- for (int neighbour = 0; neighbour <= 7; neighbour++) {
- int nIndex = getNeighbourIndex(g, index, neighbour);
- int[] reversiIndeces = new int[6];
- int nReversi = 0;
- while (nIndex != -1 && nReversi < 6 && g[nIndex] == opponentType) {
- reversiIndeces[nReversi] = nIndex;
- nReversi++;
- nIndex = getNeighbourIndex(g, nIndex, neighbour);
- }
- if (nReversi > 0 && nIndex != -1 && g[nIndex] == type) {
- for (int i = 0; i < nReversi; i++) g[reversiIndeces[i]] = type;
- }
- }
- g[index] = type;
-}
-/* Evaluate the given compact model based on pawns distribution
- * High means white has advantage. Below zero means black has advantage.
- */
-static int eval(byte[] g) {
- int cntWhite = 0, cntBlack = 0, cntEmpty = 0;
- int cntWhiteWallAdvantage = 0, cntBlackWallAdvantage = 0;
- for (int i = 0; i < 64; i++) {
- if (g[i] == WHITE) {
- cntWhite++;
- cntWhiteWallAdvantage += gameWallWeight[i];
- }
- else if (g[i] == BLACK) {
- cntBlack++;
- cntBlackWallAdvantage += gameWallWeight[i];
- }
- else if (g[i] == EMPTY) cntEmpty++;
- }
- if (cntEmpty == 0) {
- if (cntWhite > cntBlack) return Integer.MAX_VALUE; /* White wins */
- if (cntWhite < cntBlack) return Integer.MIN_VALUE; /* Black wins */
- return 0; /* Stalemate */
- }
- return cntWhite + cntWhiteWallAdvantage - cntBlack - cntBlackWallAdvantage;
-}
-
-/* Recognize pawns protected by walls or borders
- * TBD - note this should be called only once for each cell and stored
- * in a separate byte[] gWallGain
- * */
-static void initPawnBorders(byte[] g, int[] gameWallWeight) {
- /* A pawn has 8 neighbours on 4 axes.
- * Strategic pawns have one side of each axis protected by a wall and the other
- * side not closed by a wall.
- * A pawn cannot be reversed when each of its 4 axes are protected by a wall on
- * one side. Pawns that have more than 4 walls are less interesting since they
- * are not open enough to the board.
- *
- * Nbr walls, nbr axis covered, estimated value
- * 0 n/a 0
- * 1 1 2
- * 2 1 1
- * 2 2 6
- * 3 2 4
- * 4 2 2
- * 3 3 9
- * 4 3 8
- * 4 4 16
- * 5 4 14
- * 6 4 9
- * 7 4 6
- * 8 4 0
- */
- int[] nTypes = new int[8];
- for (int i = 0; i < 64; i++) {
- int nWalls = 0;
- int nAxis = 0;
- for (int n = 0; n < 8; n++) {
- int nIndex = getNeighbourIndex(g, i, n);
- nTypes[n] = nIndex != -1 ? g[nIndex] : WALL;
- if (nTypes[n] == WALL) nWalls++;
- }
- int score = nWalls;
- if (nWalls > 0) {
- if (nTypes[0] == WALL || nTypes[7] == WALL) nAxis++;
- if (nTypes[1] == WALL || nTypes[6] == WALL) nAxis++;
- if (nTypes[2] == WALL || nTypes[5] == WALL) nAxis++;
- if (nTypes[4] == WALL || nTypes[3] == WALL) nAxis++;
- switch (nAxis) {
- case 4: switch (nWalls) { case 4: score = 16; break; case 5: score = 14; break; case 6: score = 9; case 7: score = 6; break; case 8: score = 0; break;} break;
- case 3: switch (nWalls) { case 3: score = 9; break; case 4: score = 8;} break;
- case 2: switch (nWalls) { case 2: score = 6; break; case 3: score = 4; break; case 4: score = 2; } break;
- case 1: switch (nWalls) { case 1: score = 2; break; case 2: score = 1; break;} break;
- }
- }
- gameWallWeight[i] = score;
- }
-}
-
-/* Evaluate the best move for player type for the given board, doing a depth 1 search */
-static void evalBest(byte[] g, byte type, int depth, /* out [0] best move, [1] minimax */int[] result) {
- byte[] tmp = new byte[64];
- byte opponentType = type == WHITE ? BLACK : WHITE;
- result[0] = -1; result[1] = Integer.MIN_VALUE;
- for (int i = 0; i < 64; i++) {
- if (g[i] == EMPTY) {
- System.arraycopy(g, 0, tmp, 0, 64);
- play(tmp, i, type);
- int score = eval(tmp);
- if (depth > 1) {
- int[] tmpResult = new int[2];
- evalBest(tmp, opponentType, depth - 1, tmpResult);
- score = tmpResult[1];
- }
- if ((type == WHITE && score > result[1]) || (type == BLACK && score < result[1]) || result[0] == -1) {
- result[0] = i;
- result[1] = score;
- }
- }
- }
-}
-}

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