Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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var BotConfigs = map[pb.BotRequest_BotCode]struct { baseFindability float64 longWordFindability float64 parallelFindability float64 isCel bool }{ pb.BotRequest_LEVEL1_CEL_BOT: {/* contains filtered or unexported fields */}, pb.BotRequest_LEVEL2_CEL_BOT: {/* contains filtered or unexported fields */}, pb.BotRequest_LEVEL3_CEL_BOT: {/* contains filtered or unexported fields */}, pb.BotRequest_LEVEL4_CEL_BOT: {/* contains filtered or unexported fields */}, pb.BotRequest_LEVEL1_PROBABILISTIC: {/* contains filtered or unexported fields */}, pb.BotRequest_LEVEL2_PROBABILISTIC: {/* contains filtered or unexported fields */}, pb.BotRequest_LEVEL3_PROBABILISTIC: {/* contains filtered or unexported fields */}, pb.BotRequest_LEVEL4_PROBABILISTIC: {/* contains filtered or unexported fields */}, pb.BotRequest_LEVEL5_PROBABILISTIC: {/* contains filtered or unexported fields */}, }
Note: because of the nature of this algorithm, the lower these numbers, the more time the bot will take to find its move.
Functions ¶
func GenerateMoves ¶
Types ¶
type AIGameRunner ¶
type AIGameRunner struct { runner.GameRunner // contains filtered or unexported fields }
Game with an AI player available for move generation.
func NewAIGameRunner ¶
func NewAIGameRunner(conf *config.Config, opts *runner.GameOptions, players []*pb.PlayerInfo, botType pb.BotRequest_BotCode) (*AIGameRunner, error)
func NewAIGameRunnerFromGame ¶
func NewAIGameRunnerFromGame(g *game.Game, conf *config.Config, botType pb.BotRequest_BotCode) (*AIGameRunner, error)
func (*AIGameRunner) AIPlayer ¶
func (g *AIGameRunner) AIPlayer() player.AIPlayer
func (*AIGameRunner) AssignEquity ¶
func (g *AIGameRunner) AssignEquity(plays []*move.Move, oppRack *alphabet.Rack)
func (*AIGameRunner) GenerateMoves ¶
func (g *AIGameRunner) GenerateMoves(numPlays int) []*move.Move
func (*AIGameRunner) MoveGenerator ¶
func (g *AIGameRunner) MoveGenerator() movegen.MoveGenerator
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