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package Games::AlphaBeta; |
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46102
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use base qw(Games::Sequential); |
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use Carp; |
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use 5.006001; |
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use strict; |
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use warnings; |
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our $VERSION = '0.4.7'; |
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=head1 NAME |
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Games::AlphaBeta - game-tree search with object oriented interface |
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=head1 SYNOPSIS |
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package My::GamePos; |
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use base qw(Games::AlphaBeta::Position); |
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# initialise starting position |
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sub _init { ... } |
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# Methods required by Games::AlphaBeta |
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sub apply { ... } |
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sub endpos { ... } # optional |
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sub evaluate { ... } |
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sub findmoves { ... } |
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# Draw a position in the game (optional) |
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sub draw { ... } |
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package main; |
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my $pos = My::GamePos->new; |
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my $game = Games::AlphaBeta->new($pos); |
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while ($game->abmove) { |
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print draw($game->peek_pos); |
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} |
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=head1 DESCRIPTION |
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Games::AlphaBeta provides a generic implementation of the |
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AlphaBeta game-tree search algorithm (also known as MiniMax |
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search with alpha beta pruning). This algorithm can be used to |
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find the best move at a particular position in any two-player, |
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zero-sum game with perfect information. Examples of such games |
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include Chess, Othello, Connect4, Go, Tic-Tac-Toe and many, many |
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other boardgames. |
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52
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Users must pass an object representing the initial state of the |
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game as the first argument to C. This object must provide |
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the following methods: C, C, C, |
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C and C. This is explained more |
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carefully in L which is a base class |
57
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you can use to implement your position object. |
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59
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=head1 INHERITED METHODS |
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61
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The following methods are inherited from L: |
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=over |
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65
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=item new |
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67
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=item debug |
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69
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=item peek_pos |
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71
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=item peek_move |
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73
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=item move |
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75
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=item undo |
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77
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=back |
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79
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=head1 METHODS |
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81
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=over |
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83
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=item _init [@list] |
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85
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I |
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87
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Initialize an AlphaBeta object. |
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89
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=cut |
90
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91
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sub _init { |
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2
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2
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25
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my $self = shift; |
93
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2
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my %config = ( |
94
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# Runtime variables |
95
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ply => 2, # default search depth |
96
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alpha => -100_000, |
97
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beta => 100_000, |
98
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); |
99
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100
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2
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@$self{keys %config} = values %config; |
101
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2
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23
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$self->SUPER::_init(@_); |
102
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103
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2
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my $pos = $self->peek_pos; |
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2
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croak "no endpos() method defined" unless $pos->can("endpos"); |
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2
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croak "no evaluate() method defined" unless $pos->can("evaluate"); |
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2
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croak "no findmoves() method defined" unless $pos->can("findmoves"); |
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108
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return $self; |
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} |
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111
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112
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=item ply [$value] |
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114
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Return current default search depth and, if invoked with an |
115
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argument, set to new value. |
116
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117
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=cut |
118
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119
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sub ply { |
120
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1
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1
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1
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my $self = shift; |
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1
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3
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my $prev = $self->{ply}; |
122
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1
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50
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4
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$self->{ply} = shift if @_; |
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1
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return $prev; |
124
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} |
125
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126
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127
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=item abmove [$ply] |
128
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129
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Perform the best move found after an AlphaBeta game-tree search |
130
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to depth $ply. If $ply is not specified, the default depth is |
131
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used (see C). The best move found is performed and a |
132
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reference to the resulting position is returned on success, and |
133
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undef is returned on failure. |
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135
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Note that this function can take a long time if $ply is high, |
136
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particularly if the game in question has many possible moves at |
137
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each position. |
138
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139
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If C is set, some basic debugging is printed as the |
140
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search progresses. |
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142
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=cut |
143
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144
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sub abmove { |
145
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64
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64
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1
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82810
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my $self = shift; |
146
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64
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106
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my $ply; |
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148
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64
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100
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183
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if (@_) { |
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1
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$ply = shift; |
150
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1
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50
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5
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print "Explicit ply $ply overrides default ($self->{ply})\n" if $self->{debug}; |
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} |
152
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else { |
153
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172
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$ply = $self->{ply}; |
154
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} |
155
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156
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64
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87
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my (@moves, $bestmove); |
157
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64
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80
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my $bestmove_valid = 0; |
158
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64
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190
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my $pos = $self->peek_pos; |
159
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160
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64
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50
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251
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return if $pos->endpos; |
161
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64
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100
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218
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return unless @moves = $pos->findmoves; |
162
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163
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63
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161
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my $alpha = $self->{alpha}; |
164
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63
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102
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my $beta = $self->{beta}; |
165
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166
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63
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50
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182
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print "Searching to depth $ply\n" if $self->{debug}; |
167
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63
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168
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$self->{found_end} = $self->{count} = 0; |
168
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63
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102
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for my $move (@moves) { |
169
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499
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726
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my ($npos, $sc); |
170
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499
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2166
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$npos = $pos->copy; |
171
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499
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50
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2088
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$npos->apply($move) or croak "apply() failed"; |
172
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499
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1699
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$sc = -$self->_alphabeta($npos, -$beta, -$alpha, $ply - 1); |
173
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174
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499
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50
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2092
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print "ab val: $sc" if $self->{debug}; |
175
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499
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100
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1203
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if ($sc > $alpha) { |
176
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125
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50
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294
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print " > $alpha new best move" if $self->{debug}; |
177
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125
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162
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$bestmove_valid = 1; |
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125
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174
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$bestmove = $move; |
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125
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159
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$alpha = $sc; |
180
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} |
181
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499
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50
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6081
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print "\n" if $self->{debug}; |
182
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} |
183
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63
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50
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237
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print "$self->{count} visited\n" if $self->{debug}; |
184
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185
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63
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50
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121
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return unless $bestmove_valid; |
186
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63
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410
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return $self->move($bestmove); |
187
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} |
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189
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190
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=item _alphabeta $pos $alpha $beta $ply |
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192
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I |
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194
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=cut |
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196
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sub _alphabeta { |
197
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2878
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2878
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4370
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my ($self, $pos, $alpha, $beta, $ply) = @_; |
198
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2878
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2909
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my @moves; |
199
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200
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# Keep count of the number of positions we've seen |
201
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2878
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4819
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$self->{count}++; |
202
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203
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# When using iterative deepening we can optimise for the case |
204
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# when we find an end position at every branch (for example, |
205
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# near the end of the game) |
206
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# |
207
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2878
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50
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11076
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if ($pos->endpos) { |
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100
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208
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0
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0
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$self->{found_end}++; |
209
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0
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0
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return $pos->evaluate; |
210
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} |
211
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elsif ($ply <= 0) { |
212
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2331
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7049
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return $pos->evaluate; |
213
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} |
214
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215
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547
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100
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2170
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unless (@moves = $pos->findmoves) { |
216
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1
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2
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$self->{found_end}++; |
217
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1
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4
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return $pos->evaluate; |
218
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} |
219
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220
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546
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1569
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for my $move (@moves) { |
221
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2379
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3035
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my ($npos, $sc); |
222
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2379
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50
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9895
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$npos = $pos->copy or croak "$pos->copy() failed"; |
223
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2379
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50
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8764
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$npos->apply($move) or croak "$pos->apply() failed"; |
224
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|
225
|
2379
|
|
|
|
|
8581
|
$sc = -$self->_alphabeta($npos, -$beta, -$alpha, $ply - 1); |
226
|
|
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|
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|
227
|
2379
|
100
|
|
|
|
6437
|
$alpha = $sc if $sc > $alpha; |
228
|
2379
|
100
|
|
|
|
21643
|
last unless $alpha < $beta; |
229
|
|
|
|
|
|
|
} |
230
|
|
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|
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|
|
|
231
|
546
|
|
|
|
|
3577
|
return $alpha; |
232
|
|
|
|
|
|
|
} |
233
|
|
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|
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|
234
|
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|
235
|
|
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|
|
|
|
1; # ensure using this module works |
236
|
|
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|
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__END__ |