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@ -1,5 +1,3 @@
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use num::CheckedDiv;
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use crate::{agent::Agent, board::Board, piece::Piece};
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pub struct ComplexAgent {
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@ -52,12 +50,6 @@ impl Move {
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captured_value + avg_next_move_value
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}
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fn best_move(&self, agent_color: Piece) -> Option<&Move> {
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self.next_move
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.iter()
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.max_by_key(|m| m.value(agent_color, 1))
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}
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pub fn len(&self) -> u32 {
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self.next_move.len() as u32 + self.next_move.iter().map(Move::len).sum::<u32>()
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}
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@ -105,7 +97,7 @@ fn problem_space(board: &Board, color: Piece) -> Box<dyn Iterator<Item = Move> +
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impl Agent for ComplexAgent {
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fn next_move(&mut self, board: &Board) -> Option<(usize, usize)> {
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const LOOPS: usize = 6;
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const LOOPS: usize = 5;
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let curr_move: Move = self
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.curr_move
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@ -117,12 +109,27 @@ impl Agent for ComplexAgent {
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.into_iter()
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.filter(|x| &x.board == board)
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.last()
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.expect("other player made an invalid move?");
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// handle invalid other player moves
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.unwrap_or_else(|| {
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println!("invalid board, rebuilding move tree...");
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// rebuild move tree
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// need to start with a !self.color move, so unwrap the first level
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Move::bootstrap(self.color, board).next_move.remove(0)
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});
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other_player_move.populate_next_moves(LOOPS);
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println!("depth: {}", other_player_move.len());
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println!(
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"(depth: {}) possible board states: {}",
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LOOPS,
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other_player_move.len()
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);
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self.curr_move = other_player_move.best_move(self.color).cloned();
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// Take the best move and move it, don't clone the reference
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self.curr_move = other_player_move
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.next_move
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.into_iter()
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.max_by_key(|m| m.value(self.color, 1));
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self.curr_move.as_ref().map(Move::coords)
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}
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@ -10,9 +10,9 @@ mod piece;
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fn main() {
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let player1 = complexagent::ComplexAgent::new(Piece::Black);
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// let player2 = complexagent::ComplexAgent::new(Piece::White);
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let player2 = complexagent::ComplexAgent::new(Piece::White);
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// let player2 = agent::ManualAgent::new(Piece::White);
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let player2 = agent::RandomAgent::new(Piece::White);
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// let player2 = agent::RandomAgent::new(Piece::White);
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let mut game = Game::new(Box::new(player1), Box::new(player2));
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game.game_loop();
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}
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