Mercurial > emacs
changeset 111331:f3a306e9418e
landmark: you lose.
* lisp/play/landmark.el (lm-losing-threshold): Correct spelling.
(lm-human-plays): Use new name.
author | Glenn Morris <rgm@gnu.org> |
---|---|
date | Tue, 02 Nov 2010 20:35:38 -0700 |
parents | 651ebb81e47d |
children | 13a509edfa26 |
files | lisp/ChangeLog lisp/play/landmark.el |
diffstat | 2 files changed, 7 insertions(+), 4 deletions(-) [+] |
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--- a/lisp/ChangeLog Tue Nov 02 20:33:24 2010 -0700 +++ b/lisp/ChangeLog Tue Nov 02 20:35:38 2010 -0700 @@ -1,5 +1,8 @@ 2010-11-03 Glenn Morris <rgm@gnu.org> + * play/landmark.el (lm-losing-threshold): Correct spelling. + (lm-human-plays): Use new name. + * play/gomoku.el (gomoku-loosing-threshold): Correct spelling. (gomoku-human-plays): Use new name.
--- a/lisp/play/landmark.el Tue Nov 02 20:33:24 2010 -0700 +++ b/lisp/play/landmark.el Tue Nov 02 20:35:38 2010 -0700 @@ -282,7 +282,7 @@ ;; its contents as a set, i.e. not considering the order of its elements. The ;; highest score is given to the "OOOO" qtuples because playing in such a ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because -;; not playing in it is just loosing the game, and so on. Note that a +;; not playing in it is just losing the game, and so on. Note that a ;; "polluted" qtuple, i.e. one containing at least one X and at least one O, ;; has score zero because there is no more any point in playing in it, from ;; both an attacking and a defending point of view. @@ -352,13 +352,13 @@ ;; qtuple, thus to be a winning move. Similarly, the only way for a square to ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX" ;; qtuple. We may use these considerations to detect when a given move is -;; winning or loosing. +;; winning or losing. (defconst lm-winning-threshold (aref lm-score-trans-table (+ 6 6 6 6)) ;; OOOOscore "Threshold score beyond which an Emacs move is winning.") -(defconst lm-loosing-threshold +(defconst lm-losing-threshold (aref lm-score-trans-table (+ 1 1 1 1)) ;; XXXXscore "Threshold score beyond which a human move is winning.") @@ -771,7 +771,7 @@ (t (setq score (aref lm-score-table square)) (lm-play-move square 1) - (cond ((and (>= score lm-loosing-threshold) + (cond ((and (>= score lm-losing-threshold) ;; Just testing SCORE > THRESHOLD is not enough for ;; detecting wins, it just gives an indication that ;; we confirm with LM-FIND-FILLED-QTUPLE.