Age | Commit message (Collapse) | Author |
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This is particularly helpful when using the game to play on a real board
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This will return zero for invalid moves, and non-zero for valid moves.
This means we can continue to use the result of this as a boolean.
Also created a new Scheme primitive which returns the number of tiles
flipped by a given move.
Created two strategies. One which picks the move that flips the most
tiles in the current turn, and one which flips the least.
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This could be useful to create a machine learning AI, which uses the
final board for training.
Also bubble up the final score and present it at the end of the game.
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* Moved board specific functions from othello.h to new othello_board.h
* Removed unused function pointer for player moves
* Added prototypes in headers for SCM functions, including
scm_get_current_player,
* Made get_winner accept a board and current player. This is useful for
predictions to see if some move would make the other player a winner.
* get_winner also writes the players scores to provided pointers.
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* free_board should not return anything.
* is_valid_move and has_valid_moves accept a board.
* Implemented primitives for Scheme strategies to get the current
player, and to get the board, and the validity of a move.
* Removed game logic from is_valid_move. Instead simply apply the move
to a temp board, and see if the move worked.
* Created a very simple strategy for testing these primitives. It only
hardcodes the first move, and then fails since that move is no longer
valid.
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Also was able to print the current board from scheme, so we should be
able to do basic analysis at least. Should add more primitives for use
from scheme.
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This was how it originally was, but I changed it to use a global
variable instead. I want to be able to use the apply_move function in
the is_valid_move implementation, to have all the logic for checking if
a move is valid in one place.
Moved the apply_move function out of board.c, since it no longer
needs a direct reference to the board.
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Also fixed a bug where we could have gone off the upper bounds of the
board.
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These functions will use the standard get_board and a function for
getting the current player.
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Instead use the get_board() function to get a reference to the board.
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If the player is an AI one, it will point to a function that will return
the move from the AI. If the player is a human, it will point to a
function that will prompt the user for input.
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We are not aiming for high portability with this program. Anywhere that
Guile is available, we should be able to access _GNU_SOURCE extensions.
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The player_color type already is set to char, but this is a bit clearer
as to what the actual return values are
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We wont need to mutate the board in the print function.
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