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dtl.hpp
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dtl.hpp
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/*
* Copyright 2017-2019 Tom van Dijk
*
* 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 DTL_HPP
#define DTL_HPP
#include "solver.hpp"
namespace pg {
class DTLSolver : public Solver
{
public:
DTLSolver(Oink *oink, Game *game);
virtual ~DTLSolver();
virtual void run();
protected:
bool interleaved = false;
int iterations = 0;
int dominions = 0;
int tangles = 0;
int steps = 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; // main queue when attracting vertices
uintqueue SQ; // auxiliary queue for solved vertices (in dominions)
std::vector<int> dom_vector; // stores the solved vertices (in dominions)
uintqueue Zvec; // stores current region when using trace level 2 or higher
int *str; // stores currently assigned strategy of each vertex
int *Candidates; // list of current distraction candidates
int *dvalue; // for trace
int dvalue_idx;
int *reg; // for trace
int regidx;
bitset regflag;
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; // stores the vertices the tangle can escape to
bitset escapes; // which escapes we considered
bitset Z; // current region (in sptl)
bitset G; // the unsolved game
bitset S; // solved vertices (in queue Q)
bitset W; // already did tangle this iteration
bitset Player; // vertices of player 0/1
int cur_depth; // set before extractTangles
inline bool attracts(const int pl, const int v, bitset &Z, bitset &R);
inline void attractVertices(const int pl, int v, bitset &R, bitset &Z, bitset &G, const int max_prio);
bool attractTangle(const int t, const int pl, bitset &R, bitset &Z, bitset &G, const int max_prio);
inline void attractTangles(const int pl, int v, bitset &R, bitset &Z, bitset &G, const int max_prio);
bool search(const int player);
void search_rec(bitset &R, const int player, const int depth);
bool sptl(bitset &V, bitset &W, bitset &R, const int player);
bool extractTangles(int i, bitset &R, int *str);
bool computeDistanceValues(bitset &V, bitset &R, bitset &G, int* val, const int player);
int best_vertices(bitset &V, bitset &G, const int player);
};
class IDTLSolver : public DTLSolver
{
public:
IDTLSolver(Oink *oink, Game *game) : DTLSolver(oink, game) { interleaved = true; }
virtual ~IDTLSolver() { }
};
}
#endif