From: Glenn Morris Date: Wed, 3 Nov 2010 03:35:38 +0000 (-0700) Subject: landmark: you lose. X-Git-Tag: emacs-pretest-24.0.90~104^2~275^2~438^2~45^2~399 X-Git-Url: http://git.eshelyaron.com/gitweb/?a=commitdiff_plain;h=52365e61364fad61094812c86965d6e0bb0faee3;p=emacs.git landmark: you lose. * lisp/play/landmark.el (lm-losing-threshold): Correct spelling. (lm-human-plays): Use new name. --- diff --git a/lisp/ChangeLog b/lisp/ChangeLog index 29a898f6994..d70a55ec02b 100644 --- a/lisp/ChangeLog +++ b/lisp/ChangeLog @@ -1,5 +1,8 @@ 2010-11-03 Glenn Morris + * 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. diff --git a/lisp/play/landmark.el b/lisp/play/landmark.el index 9cc73960f6b..2902187034a 100644 --- a/lisp/play/landmark.el +++ b/lisp/play/landmark.el @@ -282,7 +282,7 @@ is non-nil. One interesting value is `turn-on-font-lock'." ;; 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 @@ is non-nil. One interesting value is `turn-on-font-lock'." ;; 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 @@ If the game is finished, this command requests for another game." (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.