As a result, found an issue where qchess was printing "-1" as the index whenever a King was selected.
I don't know why that didn't break the python agent, but it definitely breaks the C++ agent, so I fixed it.
--- /dev/null
+# Makefile for agent++
+
+CXX = g++ -std=gnu++0x -g -Werror -Wall -pedantic
+LINK_OBJ = qchess.o agent.o main.o
+
+
+BIN = agent++
+
+$(BIN) : $(LINK_OBJ)
+ $(CXX) -o $(BIN) $(LINK_OBJ)
+
+%.o : %.c
+ $(CXX) $(FLAGS) -c $<
+
+clean :
+ $(RM) $(BIN) $(OBJ) $(LINK_OBJ)
+
+clean_full: #cleans up all backup files
+ $(RM) $(BIN) $(OBJ) $(LINK_OBJ)
+ $(RM) *.*~
+ $(RM) *~
--- /dev/null
+/**
+ * agent++ : A Sample agent for UCC::Progcomp2013
+ * @file agent.cpp
+ * @purpose Definition of Agent class
+ */
+
+#include "agent.h"
+#include <cassert> // for sanity checks
+
+using namespace std;
+
+/**
+ * @constructor Agent
+ * @param new_colour - colour of the Agent
+ */
+Agent::Agent(const string & new_colour) : colour(new_colour), board(), selected(NULL)
+{
+ assert(colour == "white" || colour == "black");
+}
+
+/**
+ * @destructor ~Agent
+ */
+Agent::~Agent()
+{
+
+}
+
+/**
+ * @funct Select
+ * @purpose Selects a piece at random
+ * @returns Square containing the selected piece
+ */
+Square & Agent::Select()
+{
+ vector<Piece*> & v = board.pieces(colour); // get pieces
+ int choice = rand() % v.size(); // pick random index
+ Piece * p = v[choice]; // get piece at the index
+ assert(p->colour == colour);
+ selected = p; // update selected
+ //cerr << "Selected " << p->x << "," << p->y << " [" << p->types[0] << "," << p->types[1] << "]\n";
+ return board.square(p->x, p->y); // get Square from board
+}
+
+/**
+ * @funct Move
+ * @purpose Pick a square to move a selected piece into
+ * @returns Square to move last selected piece into
+ */
+Square & Agent::Move()
+{
+ assert(selected != NULL);
+ vector<Square*> moves; // all possible moves for selected piece
+ board.Get_moves(selected, moves); // populate possible moves
+ assert(moves.size() > 0);
+ int choice = rand() % moves.size(); // pick random index
+ return *(moves[choice]); // return that move
+}
+
+/**
+ * @funct Run
+ * @purpose The "Game Loop" for the agent; read commands and call appropriate function to make responses
+ * @param in - Stream to read input from (use std::cin)
+ * @param out - Stream to write output to (use std::cout)
+ */
+void Agent::Run(istream & in, ostream & out)
+{
+ string cmd; // buffer for tokens
+ while (in.good())
+ {
+ in >> cmd; // read first token only
+ if (cmd == "QUIT")
+ {
+ break;
+ }
+ else if (cmd == "SELECTION?")
+ {
+ Square & s = Select(); // get selection
+ out << s.x << " " << s.y << "\n"; // return response through output
+ }
+ else if (cmd == "MOVE?")
+ {
+ Square & s = Move(); // get move
+ out << s.x << " " << s.y << "\n"; // return response through output
+ }
+ else
+ {
+ // There were multiple tokens...
+ stringstream s(cmd);
+ int x; int y;
+ s >> x; // Convert first token (in cmd) to an int
+ in >> y; // Read second token from in
+
+ in >> cmd; // Read third token
+
+ if (cmd == "->") // Token indicates a move was made
+ {
+ int x2; int y2; // remaining two tokens indicate destination
+ in >> x2; in >> y2;
+ board.Update_move(x, y, x2, y2); // update the board
+ }
+ else
+ {
+ // Tokens are for a selection
+ int index; stringstream s2(cmd);
+ s2 >> index; // convert third token to an index
+ in >> cmd; // Read fourth token - the new type of the piece
+ board.Update_select(x, y, index, cmd); // update the board
+ }
+
+ }
+ }
+}
--- /dev/null
+/**
+ * agent++ : A Sample agent for UCC::Progcomp2013
+ * @file agent.h
+ * @purpose Declaration of Agent class
+ */
+
+#ifndef _AGENT_H
+#define _AGENT_H
+
+#include <iostream>
+#include <sstream>
+#include "qchess.h" // Declarations of Board, Piece and Square classes; see also qchess.cpp
+
+/**
+ * @class Agent
+ * @purpose Class that represents an agent which will play qchess
+ */
+class Agent
+{
+ public:
+ Agent(const std::string & colour); // initialise with colour
+ virtual ~Agent(); // destructor
+
+ void Run(std::istream & in, std::ostream & out); // agent run loop, specify input and output streams
+
+ virtual Square & Select(); // select a square (default: random square containing one of my pieces)
+ virtual Square & Move(); // select a move (default: random valid move for selected piece)
+
+
+ protected:
+ const std::string colour; // colour of the agent; do not change it
+ Board board; // board, see qchess.h
+ Piece * selected; // last piece chosen by Agent::Select, see qchess.h
+
+};
+
+#endif //_AGENT_H
+
+//EOF
--- /dev/null
+/**
+ * agent++ : A Sample agent for UCC::Progcomp2013
+ * @file main.cpp
+ * @purpose The main function
+ */
+#include <cstdlib>
+#include <cstdio>
+#include <iostream>
+
+#include "agent.h" // Declarations for agent, see also agent.cpp
+
+using namespace std;
+
+/**
+ * @funct main
+ * @purpose The main function; starts the agent
+ * @param argc - Number of arguments, unused
+ * @param argv - Argument string array, unused
+ */
+int main(int argc, char ** argv)
+{
+ srand(time(NULL)); // seed random number generator
+
+ string colour; cin >> colour; // first read the colour of the agent
+ Agent agent(colour); // create an agent using the colour
+ agent.Run(cin, cout); // run the agent (it will read from cin and output to cout)
+
+ return 0; // Don't use exit(3), because it causes memory leaks in the C++ stdlib
+}
--- /dev/null
+/**
+ * agent++ : A Sample agent for UCC::Progcomp2013
+ * @file qchess.h
+ * @purpose Definitions for game related classes; Piece, Square, Board
+ */
+
+#include "qchess.h"
+#include <cassert>
+
+using namespace std;
+
+/**
+ * @constructor
+ * @param new_x, new_y - Position of piece
+ * @param new_colour - Colour of piece
+ * @param type1, type2 - Types of piece
+ * @param index - Index for initial type of piece
+ */
+Piece::Piece(int new_x, int new_y, const string & new_colour, const string & type1, const string & type2, int index)
+ : x(new_x), y(new_y), colour(new_colour), type_index(index), types(), current_type()
+{
+ types[0] = type1; types[1] = type2;
+ if (index < 0 || index >= 2)
+ {
+ current_type = "unknown";
+ }
+ else
+ {
+ current_type = types[index];
+ }
+}
+
+/**
+ * @constructor
+ * @param cpy - Piece to copy construct from
+ */
+Piece::Piece(const Piece & cpy) : x(cpy.x), y(cpy.y), colour(cpy.colour), type_index(cpy.type_index)
+{
+ types[0] = cpy.types[0];
+ types[1] = cpy.types[1];
+}
+
+/**
+ * @constructor
+ * @param choose_types - Indicates whether Board should setup the 2nd types of pieces; default false
+ */
+Board::Board(bool choose_types)
+{
+
+ // initialise all the Squares
+ for (int x = 0; x < BOARD_WIDTH; ++x)
+ {
+ for (int y = 0; y < BOARD_HEIGHT; ++y)
+ {
+ grid[x][y].x = x;
+ grid[x][y].y = y;
+ }
+ }
+
+ // const arrays simplify below code
+ string colours[] = {"black", "white"};
+ string types[] = {"rook", "bishop", "knight", "queen", "pawn"};
+
+ // frequency of each type of piece
+ map<string, int> freq;
+ freq["rook"] = 2;
+ freq["bishop"] = 2;
+ freq["knight"] = 2;
+ freq["queen"] = 1;
+ freq["pawn"] = 8;
+
+ // for white and black...
+ for (int i = 0; i < 2; ++i)
+ {
+ vector<Piece*> & v = pieces(colours[i]); // get vector of pieces
+
+
+
+ // add pawns
+ int y = (i == 0) ? 1 : BOARD_HEIGHT-2;
+ for (int x = 0; x < BOARD_WIDTH; ++x)
+ {
+ Piece * p = new Piece(x, y, colours[i], "pawn", "unknown");
+ v.push_back(p);
+ }
+
+ // add other pieces
+ y = (i == 0) ? 0 : BOARD_HEIGHT-1;
+ v.push_back(new Piece(0, y, colours[i], "rook", "unknown"));
+ v.push_back(new Piece(BOARD_WIDTH-1, y, colours[i], "rook", "unknown"));
+ v.push_back(new Piece(1, y, colours[i], "knight", "unknown"));
+ v.push_back(new Piece(BOARD_WIDTH-2, y, colours[i], "knight", "unknown"));
+ v.push_back(new Piece(2, y, colours[i], "bishop", "unknown"));
+ v.push_back(new Piece(BOARD_WIDTH-3, y, colours[i], "bishop", "unknown"));
+ v.push_back(new Piece(3, y, colours[i], "queen", "unknown"));
+
+ Piece * k = new Piece(4, y, colours[i], "king", "king", 1);
+ if (i == 0)
+ white_king = k;
+ else
+ black_king = k;
+ v.push_back(k);
+
+ // add to board and choose second types if required
+ map<string, int> f(freq);
+ int type2;
+ for (unsigned j = 0; j < v.size(); ++j)
+ {
+ Piece * p = v[j];
+ grid[p->x][p->y].piece = p;
+ if (choose_types)
+ {
+ if (p->types[1] != "unknown")
+ continue;
+
+ do
+ {
+ type2 = rand() % 5;
+ } while (f[types[type2]] <= 0);
+ f[types[type2]] -= 1;
+
+ p->types[1] = types[type2];
+ }
+
+
+ }
+
+
+
+ }
+
+}
+
+/**
+ * @constructor
+ * @param cpy - Board to copy construct from; each Piece in the copy will be *copied*
+ * The Piece's in the copied Board may be altered without affecting the original
+ */
+Board::Board(const Board & cpy)
+{
+ for (int x = 0; x < BOARD_WIDTH; ++x)
+ {
+ for (int y = 0; y < BOARD_HEIGHT; ++y)
+ {
+ grid[x][y].x = x;
+ grid[x][y].y = y;
+
+ if (cpy.grid[x][y].piece != NULL)
+ {
+ grid[x][y].piece = new Piece(*(cpy.grid[x][y].piece));
+ pieces(grid[x][y].piece->colour).push_back(grid[x][y].piece);
+ }
+ }
+ }
+}
+
+/**
+ * @destructor
+ */
+Board::~Board()
+{
+ white.clear();
+ black.clear();
+ for (int x = 0; x < BOARD_WIDTH; ++x)
+ {
+ for (int y = 0; y < BOARD_HEIGHT; ++y)
+ {
+ delete grid[x][y].piece;
+ }
+ }
+
+}
+
+/**
+ * @funct Update_select
+ * @purpose Update Piece that has been selected
+ * @param x, y - Position of Piece to update
+ * @param index - 0 or 1 - State the Piece "collapsed" into
+ * @param type - Type of the Piece
+ */
+void Board::Update_select(int x, int y, int index, const string & type)
+{
+ cerr << "Updating " << x << "," << y << " " << grid[x][y].piece << " " << index << " " << type << "\n";
+ Square & s = grid[x][y];
+ assert(s.piece != NULL);
+ assert(index >= 0 && index < 2);
+ s.piece->type_index = index;
+ s.piece->types[index] = type;
+ s.piece->current_type = type;
+}
+
+/**
+ * @funct Update_move
+ * @purpose Move a Piece from one square to another
+ * @param x1, y1 - Coords of Square containing moving Piece
+ * @param x2, y2 - Coords of Square to move into
+ * NOTE: Any Piece in the destination Square will be destroyed ("taken")
+ * and the Board's other members updated accordingly
+ */
+void Board::Update_move(int x1, int y1, int x2, int y2)
+{
+ Square & s1 = grid[x1][y1];
+ Square & s2 = grid[x2][y2];
+ if (s2.piece != NULL)
+ {
+ vector<Piece*> & p = pieces(s2.piece->colour);
+ vector<Piece*>::iterator i = p.begin();
+ while (i != p.end())
+ {
+ if (*i == s2.piece)
+ {
+ p.erase(i);
+ break;
+ }
+ ++i;
+ }
+ Piece * k = king(s2.piece->colour);
+ if (k == s2.piece)
+ {
+ if (k->colour == "white")
+ white_king = NULL;
+ else
+ black_king = NULL;
+ }
+
+ delete s2.piece;
+ }
+
+ s1.piece->x = s2.x;
+ s1.piece->y = s2.y;
+
+ s2.piece = s1.piece;
+ s1.piece = NULL;
+}
+
+/**
+ * @funct Get_moves
+ * @purpose Get all moves for a Piece and store them
+ * @param p - Piece
+ * @param v - vector to store Squares in. Will *not* be cleared.
+ */
+void Board::Get_moves(Piece * p, vector<Square*> & v)
+{
+ assert(p->current_type != "unknown");
+ int x = p->x; int y = p->y;
+ if (p->current_type == "king")
+ {
+ Move(p, x+1, y, v);
+ Move(p, x-1, y, v);
+ Move(p, x, y+1, v);
+ Move(p, x, y-1, v);
+ Move(p, x+1, y+1, v);
+ Move(p, x+1, y-1, v);
+ Move(p, x-1, y+1, v);
+ Move(p, x-1, y-1, v);
+ }
+ else if (p->current_type == "knight")
+ {
+ Move(p, x+2, y+1, v);
+ Move(p, x+2, y-1, v);
+ Move(p, x-2, y+1, v);
+ Move(p, x-2, y-1, v);
+ Move(p, x+1, y+2, v);
+ Move(p, x-1, y+2, v);
+ Move(p, x+1, y-2, v);
+ Move(p, x-1, y-2, v);
+ }
+ else if (p->current_type == "pawn")
+ {
+ int y1 = (p->colour == "white") ? BOARD_HEIGHT-2 : 1;
+ int y2 = (p->colour == "white") ? y1 - 2 : y1 + 2;
+ if (p->types[0] == "pawn" && p->y == y1)
+ {
+
+ Move(p, x, y2, v);
+ }
+ y2 = (p->colour == "white") ? y - 1 : y + 1;
+ Move(p, x, y2, v);
+
+ if (Valid_position(x-1, y2) && grid[x-1][y2].piece != NULL)
+ Move(p, x-1, y2, v);
+ if (Valid_position(x+1, y2) && grid[x+1][y2].piece != NULL)
+ Move(p, x+1, y2, v);
+ }
+ else if (p->current_type == "bishop")
+ {
+ Scan(p, 1, 1, v);
+ Scan(p, 1, -1, v);
+ Scan(p, -1, 1, v);
+ Scan(p, -1, -1, v);
+ }
+ else if (p->current_type == "rook")
+ {
+ Scan(p, 1, 0, v);
+ Scan(p, -1, 0, v);
+ Scan(p, 0, 1, v);
+ Scan(p, 0, -1, v);
+ }
+ else if (p->current_type == "queen")
+ {
+ Scan(p, 1, 1, v);
+ Scan(p, 1, -1, v);
+ Scan(p, -1, 1, v);
+ Scan(p, -1, -1, v);
+ Scan(p, 1, 0, v);
+ Scan(p, -1, 0, v);
+ Scan(p, 0, 1, v);
+ Scan(p, 0, -1, v);
+ }
+
+}
+
+/**
+ * @funct Move
+ * @purpose Add a move to the vector, if it is valid
+ * @param p - Piece that would move
+ * @param x, y - Destination Square coords
+ * @param v - vector to put the destination Square in, if the move is valid
+ */
+void Board::Move(Piece * p, int x, int y, vector<Square*> & v)
+{
+ if (Valid_position(x, y) && (grid[x][y].piece == NULL || grid[x][y].piece->colour != p->colour))
+ {
+ v.push_back(&(grid[x][y]));
+ }
+ //else
+ // cerr << "Square " << x << "," << y << " invalid; " << grid[x][y].piece << "\n";
+}
+
+/**
+ * @funct Scan
+ * @purpose Add moves in a specified direction to the vector, until we get to an invalid move
+ * @param p - Piece to start scanning from
+ * @param vx, vy - "velocity" - change in coords each move
+ * @param v - vector to store valid Squares in
+ */
+void Board::Scan(Piece * p, int vx, int vy, vector<Square*> & v)
+{
+ int x = p->x + vx;
+ int y = p->y + vy;
+ while (Valid_position(x, y) && (grid[x][y].piece == NULL || grid[x][y].piece->colour != p->colour))
+ {
+ v.push_back(&(grid[x][y]));
+ x += vx;
+ y += vy;
+ }
+}
--- /dev/null
+/**
+ * agent++ : A Sample agent for UCC::Progcomp2013
+ * @file qchess.h
+ * @purpose Declarations for game related classes; Piece, Square, Board
+ */
+
+#ifndef _QCHESS_H
+#define _QCHESS_H
+
+
+// board height and width (don't change!)
+#define BOARD_HEIGHT 8
+#define BOARD_WIDTH 8
+
+#include <string>
+#include <vector>
+#include <map>
+#include <cstdlib>
+#include <iostream>
+
+/**
+ * @class Piece
+ * @purpose Represent a quantum chess piece
+ */
+class Piece
+{
+ public:
+ Piece(int x, int y, const std::string & new_colour, const std::string & type1 = "unknown", const std::string & type2 = "unknown", int new_type_index = -1); // constructor
+ Piece(const Piece & cpy); // copy constructor
+ virtual ~Piece() {} // destructor
+
+ int x; int y; // position of the piece
+ std::string colour; // colour of the piece
+ int type_index; // indicates state the piece is in; 0, 1, or -1 (unknown)
+ std::string types[2]; // states of the piece
+ std::string current_type; // current state of the piece
+
+
+};
+
+/**
+ * @class Square
+ * @purpose Represent a Square on the board; not necessarily occupied
+ */
+class Square
+{
+ public:
+ Square() : x(-1), y(-1), piece(NULL) {} // constructor
+ Square(int new_x, int new_y, Piece * new_piece = NULL) : x(new_x), y(new_y), piece(new_piece) {} //UNUSED
+ Square(const Square & cpy) : x(cpy.x), y(cpy.y), piece(cpy.piece) {} // copy constructor (UNUSED)
+ virtual ~Square() {} //destructor
+ int x; int y; // position of the square
+ Piece * piece; // Piece that is in the Square (NULL if unoccupied)
+};
+
+/**
+ * @class Board
+ * @purpose Represent a quantum chess board
+ */
+class Board
+{
+ public:
+ Board(bool choose_types = false); // constructor
+ Board(const Board & cpy); // copy constructor
+ virtual ~Board(); // destructor
+
+
+ // helper; return vector of pieces given player colour
+ std::vector<Piece*> & pieces(const std::string & colour) {return ((colour == "white") ? white : black);}
+ // helper; return king given player colour
+ Piece * king(const std::string & colour) {return ((colour == "white") ? white_king : black_king);}
+
+ void Update_move(int x, int y, int x2, int y2); // move a piece
+ void Update_select(int x, int y, int index, const std::string & type); // update a selected piece
+
+ Square & square(int x, int y) {return grid[x][y];} // get square on board
+
+ void Get_moves(Piece * p, std::vector<Square*> & v); // get allowed moves for piece
+
+ // determine if position is on the board
+ bool Valid_position(int x, int y) {return (x >= 0 && x <= BOARD_WIDTH-1 && y >= 0 && y <= BOARD_HEIGHT-1);}
+
+ private:
+ Square grid[BOARD_WIDTH][BOARD_HEIGHT];
+
+
+ std::vector<Piece*> white;
+ std::vector<Piece*> black;
+ Piece * white_king;
+ Piece * black_king;
+
+ // Add a move to the vector if it is valid
+ void Move(Piece * p, int x, int y, std::vector<Square*> & v);
+
+ // Add all valid moves in a direction, stopping at the first invalid move
+ void Scan(Piece * p, int vx, int vy, std::vector<Square*> & v);
+};
+
+#endif //_QCHESS_H
+
+//EOF
# Collapses the wave function!
def select(self):
- if self.current_type == "unknown":
+ if self.current_type == "unknown" or not self.choice in [0,1]:
self.choice = random.randint(0,1)
if self.types[self.choice][0] == '?':
self.types[self.choice] = self.types[self.choice][1:]
sys.exit(102)
# --- main.py --- #
-# EOF - created from make on Tue Feb 12 17:06:37 WST 2013
+# EOF - created from make on Mon Feb 25 21:46:16 WST 2013
# Collapses the wave function!
def select(self):
- if self.current_type == "unknown":
+ if self.current_type == "unknown" or not self.choice in [0,1]:
self.choice = random.randint(0,1)
if self.types[self.choice][0] == '?':
self.types[self.choice] = self.types[self.choice][1:]