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rtl.hpp
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rtl.hpp
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/*
* Copyright 2017-2018 Tom van Dijk, Johannes Kepler University Linz
*
* 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 RTL_HPP
#define RTL_HPP
#include <stack>
#include <set>
#include <map>
#include <tuple>
#include "solver.hpp"
namespace pg {
#define CACHEOUT 0
class RTLSolver : public Solver
{
public:
RTLSolver(Oink *oink, Game *game);
virtual ~RTLSolver();
virtual void run();
protected:
int max_prio;
// int *inverse; // reverse lookup priority->vertex
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 pea_state; // v,i,...
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 escapes; // which escapes we considered
bitset R; // remaining region (in rtl)
bitset Z; // current region (in rtl)
bitset G; // the unsolved game
bitset S; // solved vertices (in queue Q)
bitset V; // heads 1
bitset W; // heads 2
uintqueue Q;
int *str;
bool onesided = false;
void attractVertices(const int pl, int v, bitset &R, bitset &Z, int maxpr);
bool attractTangle(const int t, const int pl, bitset &R, bitset &Z, int maxpr);
inline void attractTangles(const int pl, int v, bitset &R, bitset &Z, int maxpr);
bool extractTangles(int startvertex, bitset &R);
bool rtl(bitset &R, int only_player, int depth);
};
class ORTLSolver : public RTLSolver
{
public:
ORTLSolver(Oink *oink, Game *game) : RTLSolver(oink, game) { onesided = true; }
virtual ~ORTLSolver() { }
};
}
#endif