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@ -12,10 +12,11 @@ pub struct ComplexAgent {
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#[allow(dead_code)]
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#[allow(dead_code)]
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impl ComplexAgent {
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impl ComplexAgent {
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pub const fn new(color: Piece) -> Self {
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pub const fn new(color: Piece) -> Self {
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const MAX_DEPTH: usize = 10;
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const MAX_DEPTH: usize = 14;
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const NON_LAZY_DEPTH: usize = 5;
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Self {
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Self {
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color,
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color,
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future_moves: FutureMoves::new(color, MAX_DEPTH, 8),
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future_moves: FutureMoves::new(color, MAX_DEPTH, NON_LAZY_DEPTH),
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}
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}
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}
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}
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}
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}
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@ -276,7 +276,8 @@ impl FutureMoves {
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&& node.coords() == (i, j)
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&& node.coords() == (i, j)
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})
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})
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.map(|x| x.0)
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.map(|x| x.0)
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.inspect(|&root| self.update_root_idx(root))
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// do raw set so we can prune it on the next move (in `update`)
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.inspect(|&root| self.update_root_idx_raw(root))
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.is_some()
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.is_some()
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}
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}
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@ -10,8 +10,8 @@ pub mod repr;
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fn main() {
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fn main() {
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let player1 = complexagent::ComplexAgent::new(Piece::Black);
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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::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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let mut game = Game::new(Box::new(player1), Box::new(player2));
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game.game_loop();
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game.game_loop();
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}
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}
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