void PrivateStrategyEvaluate ( STBoard board, STPiece piece, ref double rating ) { rating = 0.0; if (false == piece.IsValid( )) { return; } // The board was given to us with the piece already committed // to the board cells, so we can now collapse any completed // (fully-occupied) rows. board.CollapseAnyCompletedRows( ); // Note that this evaluation of pile height is AFTER collapsing // any completed rows. int pileHeight = 0; pileHeight = board.GetPileMaxHeight( ); // This simplistic strategy only punishes the maximum // height of the pile. rating = ((-1.0) * (double)pileHeight); }
// WARNING: Moves requiring rotation must wait until piece has fallen by // at least one row. public override void GetBestMoveOncePerPiece ( STBoard board, STPiece piece, bool nextPieceFlag, // false == no next piece available or known STPiece.STPieceShape nextPieceShape, // None == no piece available or known ref int bestRotationDelta, // 0 or {0,1,2,3} ref int bestTranslationDelta // 0 or {...,-2,-1,0,1,2,...} ) { bestRotationDelta = 0; bestTranslationDelta = 0; // We are given the current board, and the current piece // configuration. Our goal is to evaluate various possible // moves and return the best move we explored. PrivateStrategy ( false, board, piece, ref bestRotationDelta, // 0 or {0,1,2,3} ref bestTranslationDelta // 0 or {...,-2,-1,0,1,2,...} ); }
// WARNING: When you get the "best" rotation and translation // from the following function, you must wait until the piece has // its origin at least as low as row 0 (zero) instead of its initial // row -1 (negative one) if any rotations (1,2,3) are required. // Perform all rotations, and then perform translations. This // avoids the problem of getting the piece jammed on the sides // of the board where rotation is impossible. *** // Also, the following strategy does not take advantage of the // possibility of using free-fall and future movements to // slide under overhangs and fill them in. public static void GetBestMoveOncePerPiece ( STBoard board, STPiece piece, bool nextPieceFlag, // false == no next piece available or known STPiece.STPieceShape nextPieceShape, // None == no piece available or known ref int bestRotationDelta, // 0 or {0,1,2,3} ref int bestTranslationDelta // 0 or {...,-2,-1,0,1,2,...} ) { bestRotationDelta = 0; bestTranslationDelta = 0; STStrategy strategy = null; strategy = GetCurrentStrategy(); if (null == strategy) { return; } strategy.GetBestMoveOncePerPiece ( board, piece, nextPieceFlag, // false == no next piece available or known nextPieceShape, // None == no piece available or known ref bestRotationDelta, // 0 or {0,1,2,3} ref bestTranslationDelta // 0 or {...,-2,-1,0,1,2,...} ); }
public virtual void GetBestMoveOncePerPiece ( STBoard board, STPiece piece, bool nextPieceFlag, // false == no next piece available or known STPiece.STPieceShape nextPieceShape, // None == no piece available or known ref int bestRotationDelta, // 0 or {0,1,2,3} ref int bestTranslationDelta // 0 or {...,-2,-1,0,1,2,...} ) { bestRotationDelta = 0; bestTranslationDelta = 0; }
private double PrivateStrategy ( bool flagCalledFromParentPly, // True if called from a parent level STBoard board, STPiece piece, ref int bestRotationDelta, // 0 or {0,1,2,3} ref int bestTranslationDelta // 0 or {...,-2,-1,0,1,2,...} ) { if (false == piece.IsValid( )) { return(0.0); } int currentBestTranslationDelta = 0; int currentBestRotationDelta = 0; double currentBestMerit = (-1.0e+20); // Really bad! int trialTranslationDelta = 0; int trialRotationDelta = 0; double trialMerit = 0.0; bool moveAcceptable = false; int count = 0; STBoard tempBoard = new STBoard( ); STPiece tempPiece = new STPiece( ); int maxOrientations = 0; maxOrientations = STPiece.GetMaximumOrientationsOfShape(piece.GetShape( )); for ( trialRotationDelta = 0; trialRotationDelta < maxOrientations; trialRotationDelta++ ) { // Make temporary copy of piece, and rotate the copy. tempPiece.CopyFrom(piece); for (count = 0; count < trialRotationDelta; count++) { tempPiece.Rotate( ); } // Determine the translation limits for this rotated piece. bool moveIsPossible = false; int minDeltaX = 0; int maxDeltaX = 0; board.DetermineAccessibleTranslationsForPieceOrientation ( tempPiece, ref moveIsPossible, ref minDeltaX, // left limit ref maxDeltaX // right limit ); // Consider all allowed translations for the current rotation. if (true == moveIsPossible) { for ( trialTranslationDelta = minDeltaX; trialTranslationDelta <= maxDeltaX; trialTranslationDelta++ ) { // Evaluate this move // Copy piece to temp and rotate and translate tempPiece.CopyFrom(piece); for (count = 0; count < trialRotationDelta; count++) { tempPiece.Rotate( ); } tempPiece.Translate(trialTranslationDelta, 0); moveAcceptable = board.DetermineIfPieceIsWithinBoardAndDoesNotOverlapOccupiedCells ( tempPiece ); if (true == moveAcceptable) { // Because the piece can BE (not necessarily GET) at the goal // horizontal translation and orientation, it's worth trying // out a drop and evaluating the move. tempBoard.CopyFrom(board); tempBoard.FullDropAndCommitPieceToBoard ( tempPiece ); // Pierre Dellacherie (France) Board & Piece Evaluation Function this.PrivateStrategyEvaluate ( tempBoard, tempPiece, ref trialMerit ); // If this move is better than any move considered before, // or if this move is equally ranked but has a higher priority, // then update this to be our best move. if (trialMerit > currentBestMerit) { currentBestMerit = trialMerit; currentBestTranslationDelta = trialTranslationDelta; currentBestRotationDelta = trialRotationDelta; } } } } } // commit to this move bestTranslationDelta = currentBestTranslationDelta; bestRotationDelta = currentBestRotationDelta; return(currentBestMerit); }
// The following one-ply board evaluation function is adapted from the // "xtris" application (multi-player Tetris for the X Window system), // created by Roger Espel Llima <*****@*****.**> // // From the "xtris" documentation: // // "The values for the coefficients were obtained with a genetic algorithm // using a population of 50 sets of coefficients, calculating 18 generations // in about 500 machine-hours distributed among 20-odd Sparc workstations. // This resulted in an average of about 50,000 completed lines." // // The following people contributed "ideas for the bot's decision algorithm": // // Laurent Bercot <*****@*****.**> // Sebastien Blondeel <*****@*****.**> // // // The algorithm computes 6 values on the whole pile: // // [1] height = max height of the pieces in the pile // [2] holes = number of holes (empty positions with a full position somewhere // above them) // [3] frontier = length of the frontier between all full and empty zones // (for each empty position, add 1 for each side of the position // that touches a border or a full position). // [4] drop = how far down we're dropping the current brick // [5] pit = sum of the depths of all places where a long piece ( ====== ) // would be needed. // [6] ehole = a kind of weighted sum of holes that attempts to calculate // how hard they are to fill. // // droppedPieceRow is the row where we're dropping the piece, // which is already in the board. Note that full lines have not been // dropped, so we need to do special tests to skip them. void PrivateStrategyEvaluate ( STBoard board, STPiece piece, ref double rating ) { rating = 0.0; if (false == piece.IsValid( )) { return; } int width = 0; int height = 0; width = board.GetWidth( ); height = board.GetHeight( ); int pieceDropDistance = 0; pieceDropDistance = (height - piece.GetY()); int coeff_f = 260; int coeff_height = 110; int coeff_hole = 450; int coeff_y = 290; int coeff_pit = 190; int coeff_ehole = 80; int[] lineCellTotal = new int [(1 + 20 + 200)]; int[] lin = new int [(1 + 20 + 200)]; int[] hol = new int [(1 + 10 + 200) * (1 + 20 + 400)]; int[] blockedS = new int[(1 + 10 + 200)]; // If width is greater than 200, or height is greater than 400, // just give up. Really, this algorithm needs to be repaired to // avoid the use of memory! if (width > 200) { return; } if (height > 400) { return; } int x = 0; int y = 0; // NOTE: ALL ARRAYS ARE ACCESSED WITH 0 BEING FIRST ELEMENT // Fill lineCellTotal[] with total cells in each row. for (y = 1; y <= height; y++) { lineCellTotal[(y - 1)] = 0; for (x = 1; x <= width; x++) { if (board.GetCell(x, y) > 0) { lineCellTotal[(y - 1)]++; } } } // Clobber blocked column array for (x = 1; x <= width; x++) { blockedS[(x - 1)] = (-1); } // Clear Lin array. for (y = 1; y <= height; y++) { lin[(y - 1)] = 0; } // Embedded Holes int eHoles = 0; for (y = height; y >= 1; y--) // Top-to-Bottom { for (x = 1; x <= width; x++) { if (board.GetCell(x, y) > 0) { hol [(width * (y - 1)) + (x - 1)] = 0; blockedS[(x - 1)] = y; } else { hol [(width * (y - 1)) + (x - 1)] = 1; if (blockedS[(x - 1)] >= 0) { int y2 = 0; y2 = blockedS[(x - 1)]; // If this more than two rows ABOVE current row, set // to exactly two rows above. if (y2 > (y + 2)) { y2 = (y + 2); } // Descend to current row for ( ; y2 > y; y2--) { if (board.GetCell(x, y2) > 0) { hol[(width * (y - 1)) + (x - 1)] += lin[(y2 - 1)]; } } } lin[(y - 1)] += hol[(width * (y - 1)) + (x - 1)]; eHoles += hol[(width * (y - 1)) + (x - 1)]; } } } // Determine Max Height int maxHeight = 0; for (x = 1; x <= width; x++) { for (y = height; y >= 1; y--) // Top-to-Bottom { // If line is complete, ignore it for Max Height purposes... if (width == lineCellTotal[(y - 1)]) { continue; } if ((y > maxHeight) && (board.GetCell(x, y) > 0)) { maxHeight = y; } } } // Count buried holes int holes = 0; int blocked = 0; for (x = 1; x <= width; x++) { blocked = 0; for (y = height; y >= 1; y--) // Top-to-Bottom { // If line is complete, skip it! if (width == lineCellTotal[(y - 1)]) { continue; } if (board.GetCell(x, y) > 0) { blocked = 1; // We encountered an occupied cell; all below is blocked } else { // All of the following is in the context of the cell ( x, y ) // being UN-occupied. // If any upper row had an occupied cell in this column, this // unoccupied cell is considered blocked. if (0 != blocked) { holes++; // This unoccupied cell is buried; it's a hole. } } } } // Count Frontier int frontier = 0; for (x = 1; x <= width; x++) { for (y = height; y >= 1; y--) // Top-to-Bottom { // If line is complete, skip it! if (width == lineCellTotal[(y - 1)]) { continue; } if (0 == board.GetCell(x, y)) { // All of the following is in the context of the cell ( x, y ) // being UN-occupied. // If row is not the top, and row above this one is occupied, // then this unoccupied cell counts as a frontier. if ((y < height) && (board.GetCell(x, (y + 1)) > 0)) { frontier++; } // If this row is not the bottom, and the row below is occupied, // this unoccupied cell counts as a frontier. if ((y > 1) && (board.GetCell(x, (y - 1)) > 0)) { frontier++; } // If the column is not the first, and the column to the left is // occupied, then this unoccupied cell counts as a frontier. // Or, if this *is* the left-most cell, it is an automatic frontier. // (since the beyond the board is in a sense "occupied") if (((x > 1) && (board.GetCell(x - 1, y) > 0)) || (1 == x)) { frontier++; } // If the column is not the right-most, and the column to the right is // occupied, then this unoccupied cell counts as a frontier. // Or, if this *is* the right-most cell, it is an automatic frontier. // (since the beyond the board is in a sense "occupied") if (((x < width) && (board.GetCell(x + 1, y) > 0)) || (width == x)) { frontier++; } } } } int v = 0; for (x = 1; x <= width; x++) { // NOTE: The following seems to descend as far as a 2-column-wide // profile can fall for each column. // Scan Top-to-Bottom y = height; while ( // Line is not below bottom row... (y >= 1) && // Cell is unoccupied or line is full... ((0 == board.GetCell(x, y)) || (width == lineCellTotal[(y - 1)])) && ( // (Not left column AND (left is empty OR line full)) ((x > 1) && ((0 == board.GetCell(x - 1, y)) || (width == lineCellTotal[(y - 1)]))) || // ...OR... // (Not right column AND (right is empty OR line full)) ((x < width) && ((0 == board.GetCell(x + 1, y)) || (width == lineCellTotal[(y - 1)])))) ) { y--; // Descend } // Count how much further we can fall just considering obstacles // in our column. int p = 0; p = 0; for ( ; ((y >= 1) && (0 == board.GetCell(x, y))); y--, p++) { ; } // If this is a deep well, it's worth punishing. if (p >= 2) { v -= (coeff_pit * (p - 1)); } } // compute rating by summing weighted factors rating = (float)(v); rating -= (float)(coeff_f * frontier); rating -= (float)(coeff_height * maxHeight); rating -= (float)(coeff_hole * holes); rating -= (float)(coeff_ehole * eHoles); rating += (float)(coeff_y * pieceDropDistance); // Reward drop depth! }
private double PrivateStrategy ( bool flagCalledFromParentPly, // True if called from a parent level STBoard board, STPiece piece, ref int bestRotationDelta, // 0 or {0,1,2,3} ref int bestTranslationDelta // 0 or {...,-2,-1,0,1,2,...} ) { if (false == piece.IsValid( )) { return(0.0); } int currentBestTranslationDelta = 0; int currentBestRotationDelta = 0; double currentBestMerit = (-1.0e20); int currentBestPriority = 0; int trialTranslationDelta = 0; int trialRotationDelta = 0; double trialMerit = 0.0; int trialPriority = 0; int maxOrientations = 0; bool moveAcceptable = false; int count = 0; STBoard tempBoard = new STBoard(); STPiece tempPiece = new STPiece(); maxOrientations = STPiece.GetMaximumOrientationsOfShape(piece.GetShape()); for ( trialRotationDelta = 0; trialRotationDelta < maxOrientations; trialRotationDelta++ ) { // Make temporary copy of piece, and rotate the copy. tempPiece.CopyFrom(piece); for (count = 0; count < trialRotationDelta; count++) { tempPiece.Rotate(); } // Determine the translation limits for this rotated piece. bool moveIsPossible = false; int minDeltaX = 0; int maxDeltaX = 0; board.DetermineAccessibleTranslationsForPieceOrientation ( tempPiece, ref moveIsPossible, // false==NONE POSSIBLE ref minDeltaX, // Left limit ref maxDeltaX // Right limit ); // Consider all allowed translations for the current rotation. if (true == moveIsPossible) { for ( trialTranslationDelta = minDeltaX; trialTranslationDelta <= maxDeltaX; trialTranslationDelta++ ) { // Evaluate this move // Copy piece to temp and rotate and translate tempPiece.CopyFrom(piece); for (count = 0; count < trialRotationDelta; count++) { tempPiece.Rotate( ); } tempPiece.Translate(trialTranslationDelta, 0); moveAcceptable = board.DetermineIfPieceIsWithinBoardAndDoesNotOverlapOccupiedCells ( tempPiece ); if (true == moveAcceptable) { // Since the piece can be (not necessarily GET) at the goal // horizontal translation and orientation, it's worth trying // out a drop and evaluating the move. tempBoard.CopyFrom(board); tempBoard.FullDropAndCommitPieceToBoard(tempPiece); trialPriority = 0; if (true == flagCalledFromParentPly) { // UNUSED: int rowsEliminated = 0; // UNUSED: rowsEliminated = tempBoard.CollapseAnyCompletedRows(); double weightTotalShadowedHoles = (-0.65); double weightPileHeightWeightedCells = (-0.10); double weightSumOfWellHeights = (-0.20); trialMerit = (weightTotalShadowedHoles) * (double)(tempBoard.GetTotalShadowedHoles( )); trialMerit += (weightPileHeightWeightedCells) * (double)(tempBoard.GetPileHeightWeightedCells( )); trialMerit += (weightSumOfWellHeights) * (double)(tempBoard.GetSumOfWellHeights( )); } else { double weightRowElimination = (0.30); double weightTotalOccupiedCells = (-0.00); double weightTotalShadowedHoles = (-0.65); double weightPileHeightWeightedCells = (-0.10); double weightSumOfWellHeights = (-0.20); int rowsEliminated = 0; rowsEliminated = tempBoard.CollapseAnyCompletedRows(); // Single Ply (No next piece) // Averages around 1310 rows in 10 games, with a min of 445 and a max of 3710. trialMerit = (weightRowElimination) * (double)(rowsEliminated); trialMerit += (weightTotalOccupiedCells) * (double)(tempBoard.GetTotalOccupiedCells( )); trialMerit += (weightTotalShadowedHoles) * (double)(tempBoard.GetTotalShadowedHoles( )); trialMerit += (weightPileHeightWeightedCells) * (double)(tempBoard.GetPileHeightWeightedCells( )); trialMerit += (weightSumOfWellHeights) * (double)(tempBoard.GetSumOfWellHeights( )); } // If this move is better than any move considered before, // or if this move is equally ranked but has a higher priority, // then update this to be our best move. if ( (trialMerit > currentBestMerit) || ((trialMerit == currentBestMerit) && (trialPriority > currentBestPriority)) ) { currentBestPriority = trialPriority; currentBestMerit = trialMerit; currentBestTranslationDelta = trialTranslationDelta; currentBestRotationDelta = trialRotationDelta; } } } } } // Commit to this move bestTranslationDelta = currentBestTranslationDelta; bestRotationDelta = currentBestRotationDelta; return(currentBestMerit); }
private double PrivateStrategyNextPiece ( STBoard board, STPiece piece, STPiece.STPieceShape nextPieceShape, // None == no piece available or known ref int bestRotationDelta, // 0 or {0,1,2,3} ref int bestTranslationDelta // 0 or {...,-2,-1,0,1,2,...} ) { if (false == piece.IsValid( )) { return(0.0); } int currentBestTranslationDelta = 0; int currentBestRotationDelta = 0; double currentBestMerit = (-1.0e20); int currentBestPriority = 0; int trialTranslationDelta = 0; int trialRotationDelta = 0; double trialMerit = 0.0; int trialPriority = 0; int maxOrientations = 0; bool moveAcceptable = false; int count = 0; STBoard tempBoard = new STBoard(); STPiece tempPiece = new STPiece(); maxOrientations = STPiece.GetMaximumOrientationsOfShape(piece.GetShape()); for ( trialRotationDelta = 0; trialRotationDelta < maxOrientations; trialRotationDelta++ ) { // Make temporary copy of piece, and rotate the copy. tempPiece.CopyFrom(piece); for (count = 0; count < trialRotationDelta; count++) { tempPiece.Rotate(); } // Determine the translation limits for this rotated piece. bool moveIsPossible = false; int minDeltaX = 0; int maxDeltaX = 0; board.DetermineAccessibleTranslationsForPieceOrientation ( tempPiece, ref moveIsPossible, // false==NONE POSSIBLE ref minDeltaX, // Left limit ref maxDeltaX // Right limit ); // Consider all allowed translations for the current rotation. if (true == moveIsPossible) { for ( trialTranslationDelta = minDeltaX; trialTranslationDelta <= maxDeltaX; trialTranslationDelta++ ) { // Evaluate this move // Copy piece to temp and rotate and translate tempPiece.CopyFrom(piece); for (count = 0; count < trialRotationDelta; count++) { tempPiece.Rotate(); } tempPiece.Translate(trialTranslationDelta, 0); moveAcceptable = board.DetermineIfPieceIsWithinBoardAndDoesNotOverlapOccupiedCells ( tempPiece ); if (true == moveAcceptable) { // Since the piece can be (not necessarily GET) at the goal // horizontal translation and orientation, it's worth trying // out a drop and evaluating the move. tempBoard.CopyFrom(board); tempBoard.FullDropAndCommitPieceToBoard(tempPiece); trialPriority = 0; // Okay, now do second move with "Next Piece" int nextPieceBestRotation = 0; // Dummy variable int nextPieceBestTranslation = 0; // Dummy variable STPiece nextPiece = new STPiece(); nextPiece.SetShape(nextPieceShape); nextPiece.SetX(tempBoard.GetPieceSpawnX()); nextPiece.SetY(tempBoard.GetPieceSpawnY() - 1); nextPiece.SetOrientation(1); trialMerit = PrivateStrategy ( true, // Not just a single ply; We are calling from a parent ply. tempBoard, nextPiece, ref nextPieceBestRotation, ref nextPieceBestTranslation ); // If this move is better than any move considered before, // or if this move is equally ranked but has a higher priority, // then update this to be our best move. if ( (trialMerit > currentBestMerit) || ((trialMerit == currentBestMerit) && (trialPriority > currentBestPriority)) ) { currentBestPriority = trialPriority; currentBestMerit = trialMerit; currentBestTranslationDelta = trialTranslationDelta; currentBestRotationDelta = trialRotationDelta; } } } } } // Commit to this move bestTranslationDelta = currentBestTranslationDelta; bestRotationDelta = currentBestRotationDelta; return(currentBestMerit); }
// The following evaluation function was adapted from Pascal code submitted by: // Pierre Dellacherie (France). (E-mail : [email protected]) // // This amazing one-piece algorithm completes an average of roughly 600 000 // rows, and often attains 2 000 000 or 2 500 000 rows. However, the algorithm // sometimes completes as few as 15 000 rows. I am fairly certain that this // is NOT due to statistically abnormal patterns in the falling piece sequence. // // Pierre Dellacherie corresponded with me via e-mail to help me with the // conversion of his Pascal code to C++. // // WARNING: // If there is a single board and piece combination with the highest // 'rating' value, it is the best combination. However, among // board and piece combinations with EQUAL 'rating' values, // the highest 'priority' value wins. // // So, the complete rating is: { rating, priority }. void PrivateStrategyEvaluate ( STBoard board, STPiece piece, ref double rating, ref int priority ) { rating = 0.0; priority = 0; if (false == piece.IsValid()) { return; } int boardWidth = 0; int boardHeight = 0; boardWidth = board.GetWidth(); boardHeight = board.GetHeight(); int pieceMinX = 0; int pieceMinY = 0; int pieceMaxX = 0; int pieceMaxY = 0; piece.GetTranslatedBoundingRectangle (ref pieceMinX, ref pieceMinY, ref pieceMaxX, ref pieceMaxY); // Landing Height (vertical midpoint) double landingHeight = 0.0; landingHeight = 0.5 * (double)(pieceMinY + pieceMaxY); int completedRows = 0; completedRows = board.GetTotalCompletedRows(); int erodedPieceCellsMetric = 0; if (completedRows > 0) { // Count piece cells eroded by completed rows before doing collapse on pile. int pieceCellsEliminated = 0; pieceCellsEliminated = board.CountPieceCellsEliminated(piece); // Now it's okay to collapse completed rows board.CollapseAnyCompletedRows(); // Weight eroded cells by completed rows erodedPieceCellsMetric = (completedRows * pieceCellsEliminated); } // Note that this evaluation of pile height is AFTER collapsing // any completed rows. int pileHeight = 0; pileHeight = board.GetPileMaxHeight(); // Each empty row (above pile height) has two (2) "transitions" // (We could call ref_Board.GetTransitionCountForRow( y ) for // these unoccupied rows, but this is an optimization.) int boardRowTransitions = 0; boardRowTransitions = 2 * (boardHeight - pileHeight); // Only go up to the pile height, and later we'll account for the // remaining rows transitions (2 per empty row). int y = 0; for (y = 1; y <= pileHeight; y++) { boardRowTransitions += (board.GetTransitionCountForRow(y)); } int boardColumnTransitions = 0; int boardBuriedHoles = 0; int boardWells = 0; int x = 0; for (x = 1; x <= boardWidth; x++) { boardColumnTransitions += board.GetTransitionCountForColumn(x); boardBuriedHoles += board.GetBuriedHolesForColumn(x); boardWells += board.GetAllWellsForColumn(x); } // Final Rating rating = (0.0); rating += ((-1.0) * (landingHeight)); rating += ((1.0) * ((double)(erodedPieceCellsMetric))); rating += ((-1.0) * ((double)(boardRowTransitions))); rating += ((-1.0) * ((double)(boardColumnTransitions))); rating += ((-4.0) * ((double)(boardBuriedHoles))); rating += ((-1.0) * ((double)(boardWells))); // EXPLANATION: // [1] Punish landing height // [2] Reward eroded piece cells // [3] Punish row transitions // [4] Punish column transitions // [5] Punish buried holes (cellars) // [6] Punish wells #if DEBUGGING_PRINT_STATEMENTS STEngine.GetConsole().AddLine ( " D:" + (21.0 - landingHeight) + " R:" + erodedPieceCellsMetric + " RC:" + (-boardRowTransitions) + " CC:" + (-boardColumnTransitions) + " H:" + (-4 * boardBuriedHoles) + " W:" + (-boardWells) ); #endif // PRIORITY: // Priority is further differentiation between possible moves. // We further rate moves accoding to the following: // * Reward deviation from center of board // * Reward pieces to the left of center of the board // * Punish rotation // Priority is less important than the rating, but among equal // ratings we select the option with the greatest priority. // In principle we could simply factor priority in to the rating, // as long as the priority was less significant than the smallest // variations in rating, but for large board widths (>100), the // risk of loss of precision in the lowest bits of the rating // is too much to tolerate. So, this priority is stored in a // separate variable. int absoluteDistanceX = 0; absoluteDistanceX = (piece.GetX() - board.GetPieceSpawnX()); if (absoluteDistanceX < 0) { absoluteDistanceX = (-(absoluteDistanceX)); } priority = 0; priority += (100 * absoluteDistanceX); if (piece.GetX() < board.GetPieceSpawnX()) { priority += 10; } priority -= (piece.GetOrientation( ) - 1); }