Holger's
Java API

Uses of Class
com.antelmann.game.CannotPlayGameException

Packages that use CannotPlayGameException
com.antelmann.game This package contains packages to support game implementations. 
 

Uses of CannotPlayGameException in com.antelmann.game
 

Methods in com.antelmann.game that throw CannotPlayGameException
 Player GameDriver.changePlayer(int gameRole, Player player)
           
 Player AutoPlay.changePlayer(int gameRole, Player player)
          changePlayer() enables to change the Player for a gameRole while the game is in progress; the old Player object is returned
 double TemplatePlayer.evaluate(GamePlay game, GameMove move, int[] role, int level, long milliseconds)
          This method will simply call the protected evaluate() method and in addition track the call if tracking is enabled.
 double SocketPlayer.evaluate(GamePlay game, GameMove move, int[] role, int level, long milliseconds)
           
 double Player.evaluate(GamePlay game, GameMove move, int[] role, int level, long milliseconds)
          evaluate() asks the Player to rate a move in the context of a given game stage relative to its role (if the Player has multiple roles in the game, they will all be found in the role array - giving the Player maximum flexibility) while considering the game level for potential game tree search operations and then using heuristic() to evaluate the leaves of the game tree.
 double SocketPlayer.heuristic(GamePlay game, GameMove move, int[] role)
           
 double Player.heuristic(GamePlay game, GameMove move, int[] role)
          This function - often used as a callback function - evaluates the given move in the context of the given game; it is expected to return quickly.
 GameMove SocketPlayer.selectMove(GamePlay game, int[] role, int level, long milliseconds)
           
 GameMove Player.selectMove(GamePlay game, int[] role, int level, long milliseconds)
          selectMove() asks the Player to select a move out of GamePlay.legalMove() based on the role it plays; milliseconds is an indication of how long the calling function is willing to wait for an answer before continuing with potentially a randomMove or something else.
 



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