/* Gridlock
Copyright (c) 2002-2003 by Brian Nenninger. All rights reserved.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/

#import <Foundation/Foundation.h>
#import "Game.h"
#import "AccessorMacros.h"

@interface GenericAI : NSObject {
  int depth;
  NSString *name;
  int useThreads;

  NSLock *threadLock;
  NSMutableArray *bestThreadMoves;
  int dispatchedThreadsCount;
  NSTimeInterval threadCalcStartTime;
}

idAccessor_h(name, setName)
intAccessor_h(depth, setDepth)
intAccessor_h(useThreads, setUseThreads)
              
-(NSArray *)movesToConsiderForGame:(Game *)game;
-(NSDictionary *)bestMoveInfoForGame:(Game *)game;

-(void)computeBestMoveForGame:(Game *)game;

-(int)searchDepthForGame:(Game *)game;
-(NSEnumerator *)enumeratorForMovesToConsiderForGame:(Game *)game;

/** Returns an integer representing the "value" of the current position for the given player.
The default implementation returns the score for the current player minus the score of the next player.
Subclasses should override to increase accuracy.
*/
-(int)relativeUtilityForGame:(Game *)game player:(int)pnum;

/** Maps the ratio of the two given utilities to a number between -1 and +1. 
*/
+(double)normalizedRatioOf:(double)u1 to:(double)u2 maxRatio:(double)maxr;
  
@end
