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ptl.hpp
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ptl.hpp
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/*
* Copyright 2019 Tom van Dijk, University of Twente
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef PTL_HPP
#define PTL_HPP
#include "solver.hpp"
namespace pg {
class PTLSolver : public Solver
{
public:
PTLSolver(Oink *oink, Game *game);
virtual ~PTLSolver();
virtual void run();
protected:
bool multiplayer = true;
int iterations = 0;
int dominions = 0;
int tangles = 0;
std::vector<int*> tout; // for each tangle
std::vector<int> *tin; // for each normal vertex
std::vector<int*> tv; // the tangle (vertex-strategy pairs)
std::vector<int> tpr; // priority of a tangle
uintqueue Q;
uintqueue SolvedQ0;
uintqueue SolvedQ1;
uintqueue Zvec;
int *str;
uintqueue pea_vS; // vS
uintqueue pea_iS; // iS
uintqueue pea_S; // S
unsigned int* pea_vidx; // rindex
bitset pea_root; // root
int pea_curidx; // index
std::vector<int> tangle; // stores the new tangle
uintqueue tangleto;
bitset bs_exits;
bitset H; // currently halted vertices
bitset G; // the unsolved game
bitset S0; // solved vertices (in queue Q)
bitset S1; // solved vertices (in queue Q)
std::string path; // for logging
inline void attractVertices(const int pl, int v, bitset &R, bitset &Z, bitset &G);
bool attractTangle(const int t, const int pl, bitset &R, bitset &Z, bitset &G);
inline int attractTangles(const int pl, int v, bitset &R, bitset &Z, bitset &G);
bool search(bitset &R, int top, int player);
bool search_rec(bitset &R, int top, int player, bitset &XX);
bool extractTangles(int i, bitset &R, int *str);
void solve(void);
};
class SPPTLSolver : public PTLSolver
{
public:
SPPTLSolver(Oink *oink, Game *game) : PTLSolver(oink, game) { multiplayer = false; }
virtual ~SPPTLSolver() { }
};
}
#endif