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authorRichard M. Stallman <rms@gnu.org>1999-01-30 07:20:18 +0000
committerRichard M. Stallman <rms@gnu.org>1999-01-30 07:20:18 +0000
commit3bc5a5ee9a1731d71081ca4412dda3117f18380d (patch)
tree673d40cce4f8627f81becb4bcf51eb36018643ea /lisp/play
parentd5749adb2961ed1443670e8adf791f58abb2d763 (diff)
downloademacs-3bc5a5ee9a1731d71081ca4412dda3117f18380d.tar.gz
Document scoring functionality.
(gametree-score-regexp): Add optional plus sign. (gametree-score-opener): Replace `:' with `=' as the former conflicts with gametree-half-ply-regexp. (gametree-transpose-following-leaves): Add. (gametree-insert-new-leaf): Make modifying commands barf in read-only buffers. (gametree-break-line-here): Add a call to `gametree-transpose-following-leaves'. This maintains the necessary invariant that on each level all leaf children precede all nonleaf children. This has always been implied, but left to the user, and, unfortunately, undocumented.
Diffstat (limited to 'lisp/play')
-rw-r--r--lisp/play/gametree.el172
1 files changed, 151 insertions, 21 deletions
diff --git a/lisp/play/gametree.el b/lisp/play/gametree.el
index 26100b83b18..38a8d631517 100644
--- a/lisp/play/gametree.el
+++ b/lisp/play/gametree.el
@@ -67,21 +67,17 @@
;; and the cursor is positioned on the new line just after the move
;; number, so you can start typing the new analysis. That's it,
-;; quite simple. If you want more, read on.
-
-;;; ToDo:
-
-;; BIG: automatic score reducer. It should be possible to label the
-;; leaf variations with numeric scores (instead of the Informant-like
-;; symbols used in the example) and have the program apply the
-;; min-max algorithm to score the internal nodes. That's about as
-;; far as one can go in a postal game while honestly claiming not to
-;; use computer analysis.
-
-;; I'd definitely like to hear from you if you use this, and even
-;; more if you have suggestions for improvement, ranging from bug
-;; reports to feature requests. (But be warned that I am a fan of
-;; simplicity and orthogonality).
+;; quite simple.
+
+;; As of version 1.1, a simple score reducer has been implemented.
+;; As you type in leaf variations, you can add a numerical score tag
+;; to them with C-c ; . Then, with the cursor on a variation higher
+;; up in the tree, you can do C-c ^ and the program will compute the
+;; reduced score of the internal variation based on the scores of its
+;; children (which are recursively computed). You can use any range
+;; of numbers you wish as scores, maybe -1000 to 1000 or 0 to 100,
+;; all that matters to the program is that higher means better for
+;; White, lower means better for Black.
;;; Code:
@@ -142,6 +138,35 @@ file, the local value will be saved there and restored the next time
the file is visited (subject to the usual restriction via
`enable-local-variables'), and the layout will be set accordingly.")
+(defvar gametree-score-opener "{score="
+ "*The string which opens a score tag, and precedes the actual score.")
+
+(defvar gametree-score-manual-flag "!"
+ "*String marking the line as manually (as opposed to automatically) scored.")
+
+(defvar gametree-score-closer "}"
+ "*The string which closes a score tag, and follows the actual score.")
+
+(defvar gametree-score-regexp
+ (concat "[^\n\^M]*\\("
+ (regexp-quote gametree-score-opener)
+ "[ ]*\\("
+ (regexp-quote gametree-score-manual-flag)
+ "[ ]*\\)?\\([-+]?[0-9]+\\)"
+ (regexp-quote gametree-score-closer)
+ "[ ]*\\)[\n\^M]")
+ "*Regular expression matching lines that guide the program in scoring.
+Its third parenthetical group should match the actual score. Its
+first parenthetical group should match the entire score tag. Its
+second parenthetical group should be an optional flag that marks the
+line as *manually* (as opposed to automatically) scored, which
+prevents the program from recursively applying the scoring algorithm
+on the subtree headed by the marked line, and makes it use the manual
+score instead.")
+
+(defvar gametree-default-score 0
+ "*Score to assume for branches lacking score tags.")
+
;;;; Helper functions
(defun gametree-prettify-heading ()
@@ -184,6 +209,9 @@ should be no leading white space."
(re-search-forward (concat "\\=" outline-regexp) nil t)
(gametree-looking-at-ply)))
+(defsubst gametree-forward-line ()
+ (re-search-forward "[\n\^M]" nil 'move))
+
(defun gametree-current-branch-depth ()
"Return the depth of the current variation in the analysis tree.
This value is simply the outline heading level of the current line."
@@ -192,10 +220,26 @@ This value is simply the outline heading level of the current line."
(if (looking-at outline-regexp)
(outline-level) 0)))
+(defun gametree-transpose-following-leaves ()
+ "Move the current leaf variation behind all others on the same level."
+ (let ((following-leaves
+ (save-excursion
+ (gametree-forward-line)
+ (let ((p (point)))
+ (while (and (not (eobp))
+ (= 0 (gametree-current-branch-depth)))
+ (gametree-forward-line))
+ (prog1 (buffer-substring p (point))
+ (delete-region p (point)))))))
+ (save-excursion
+ (beginning-of-line 1)
+ (insert following-leaves))))
+
+
;;;; Functions related to the task of saving and restoring current
;;;; outline layout
-(defun gametree-show-children-and-entry ()
+(defsubst gametree-show-children-and-entry ()
(show-children)
(show-entry))
@@ -284,6 +328,50 @@ This value is simply the outline heading level of the current line."
(let ((standard-output (current-buffer)))
(princ gametree-local-layout))))))
+
+;;;; Scoring functions
+
+(defun gametree-current-branch-score ()
+ "Return score of current variation according to its score tag.
+When no score tag is present, use the value of `gametree-default-score'."
+ (if (looking-at gametree-score-regexp)
+ (string-to-int (match-string 3))
+ gametree-default-score))
+
+(defun gametree-compute-reduced-score ()
+ "Return current internal node score computed recursively from subnodes.
+Subnodes which have been manually scored are honored."
+ (if (or
+ (= 0 (gametree-current-branch-depth))
+ (save-excursion (gametree-forward-line) (eobp))
+ (and (looking-at gametree-score-regexp)
+ (not (null (match-string 2)))))
+ (gametree-current-branch-score)
+ (let ((depth (gametree-current-branch-depth)))
+ (save-excursion
+ (gametree-forward-line)
+ ;; the case of a leaf node has already been handled, so here I
+ ;; know I am on the 1st line of the current subtree. This can
+ ;; be either a leaf child, or a subheading.
+ (let ((running gametree-default-score)
+ (minmax
+ (if (= 0 (mod (gametree-current-branch-ply) 2))
+ 'max 'min)))
+ (while (and (not (eobp))
+ (= 0 (gametree-current-branch-depth))) ;handle leaves
+ (setq running (funcall minmax running
+ (gametree-current-branch-score)))
+ (gametree-forward-line))
+ (let ((done (and (not (eobp))
+ (< depth (gametree-current-branch-depth)))))
+ (while (not done) ;handle subheadings
+ (setq running (funcall minmax running
+ (gametree-compute-reduced-score)))
+ (setq done (condition-case nil
+ (outline-forward-same-level 1)
+ (error nil)))))
+ running)))))
+
;;;; Commands
(defun gametree-insert-new-leaf (&optional at-depth)
@@ -295,7 +383,7 @@ on the current line first.
With a numeric arg AT-DEPTH, first go up the tree until a node of
depth AT-DEPTH or smaller is found."
- (interactive "P")
+ (interactive "*P")
(if (zerop (gametree-current-branch-depth))
(outline-up-heading 0))
(if at-depth
@@ -333,7 +421,7 @@ With a numerical argument AT-MOVE, split the variation before
White's AT-MOVEth move, or Black's if negative. The last option will
only work of Black's moves are explicitly numbered, for instance
`1. e4 1: e5'."
- (interactive "P")
+ (interactive "*P")
(if at-move (progn
(end-of-line 1)
(let ((limit (point)))
@@ -345,6 +433,7 @@ only work of Black's moves are explicitly numbered, for instance
(if (> at-move 0) gametree-full-ply-regexp
gametree-half-ply-regexp)) limit))
(goto-char (match-beginning 0))))
+ (gametree-transpose-following-leaves)
(let* ((pt (set-marker (make-marker) (point)))
(plys (gametree-current-branch-ply))
(depth (gametree-current-branch-depth))
@@ -387,9 +476,11 @@ only work of Black's moves are explicitly numbered, for instance
(defun gametree-merge-line ()
"Merges a variation with its only child.
Does *not* check if the variation has in fact a unique child; users beware."
- (interactive)
+ (interactive "*")
(if (zerop (gametree-current-branch-depth))
(outline-up-heading 0))
+ (if (looking-at gametree-score-regexp)
+ (delete-region (match-beginning 1) (match-end 1)))
(end-of-line 1)
(let ((prev-depth (save-excursion (forward-line 1)
(gametree-current-branch-depth))))
@@ -400,6 +491,42 @@ Does *not* check if the variation has in fact a unique child; users beware."
(delete-char (gametree-current-branch-depth))
(gametree-prettify-heading)))))
+(defun gametree-insert-score (score &optional auto)
+ "Insert a score tag with value SCORE at the end of the current line.
+If this line already has a score tag, just jump to it and alter it.
+When called from a program, optional AUTO flag tells if the score is
+being entered automatically (and thus should lack the manual mark)."
+ (interactive "*P")
+ (beginning-of-line 1)
+ (if (looking-at gametree-score-regexp)
+ (progn
+ (goto-char (match-beginning 3))
+ (if (and auto (not (null (match-string 2))))
+ (delete-region (match-beginning 2) (match-end 2)))
+ (if (not (null score))
+ (delete-region (match-beginning 3) (match-end 3)))
+ (if (and (not auto) (null (match-string 2)))
+ (insert gametree-score-manual-flag)))
+ (end-of-line 1)
+ (if (= 0 (save-excursion (skip-chars-backward " \t")))
+ (insert " "))
+ (insert gametree-score-opener)
+ (if (not auto) (insert gametree-score-manual-flag))
+ (save-excursion (insert gametree-score-closer)))
+ (if (not (null score))
+ (save-excursion
+ (insert (int-to-string (prefix-numeric-value score))))))
+
+(defun gametree-compute-and-insert-score ()
+ "Compute current node score, maybe recursively from subnodes. Insert it.
+Subnodes which have been manually scored are honored."
+ (interactive "*")
+ (let ((auto (not (and (looking-at gametree-score-regexp)
+ (not (null (match-string 2))))))
+ (score (gametree-compute-reduced-score)))
+ (gametree-insert-score score auto)))
+
+
(defun gametree-layout-to-register (register)
"Store current tree layout in register REGISTER.
Use \\[gametree-apply-register-layout] to restore that configuration.
@@ -413,7 +540,7 @@ Argument is a character, naming the register."
(defun gametree-apply-register-layout (char)
"Return to a tree layout stored in a register.
Argument is a character, naming the register."
- (interactive "cApply layout from register: ")
+ (interactive "*cApply layout from register: ")
(save-excursion
(goto-char (point-min))
(gametree-apply-layout (get-register char) 0 t)))
@@ -426,7 +553,8 @@ buffer, it is replaced by the new value. See the documentation for
`gametree-local-layout' for more information."
(interactive)
(gametree-save-layout)
- (gametree-hack-file-layout)
+ (let ((inhibit-read-only t))
+ (gametree-hack-file-layout))
nil)
(define-derived-mode gametree-mode outline-mode "GameTree"
@@ -448,6 +576,8 @@ shogi, etc.) players, it is a slightly modified version of Outline mode.
(define-key gametree-mode-map "\C-c\C-r/" 'gametree-layout-to-register)
(define-key gametree-mode-map "\C-c\C-rj" 'gametree-apply-register-layout)
(define-key gametree-mode-map "\C-c\C-y" 'gametree-save-and-hack-layout)
+(define-key gametree-mode-map "\C-c;" 'gametree-insert-score)
+(define-key gametree-mode-map "\C-c^" 'gametree-compute-and-insert-score)
;;;; Goodies for mousing users
(and (fboundp 'track-mouse)