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  Checkers AI  (Read 5087 times)
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Offline h3ckboy
« Posted 2009-02-24 10:08:40 »

hey I am making a checkers game, and I havent done any AI beofre so if someone coule point me in the right ditection taht would rule.
Offline pjt33
« Reply #1 - Posted 2009-02-24 12:25:39 »

hey I am making a checkers game, and I havent done any AI beofre so if someone coule point me in the right ditection taht would rule.
Google alpha-beta trees.
Offline halfwitgoat

Junior Member


Projects: 2



« Reply #2 - Posted 2009-02-24 19:56:03 »

Minimax is your basic algorithm. It's a depth-first search with a function for evaluating game positions.

Alpha-beta is a way of pruning irrelevant branches of the tree to make the search faster.


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Offline h3ckboy
« Reply #3 - Posted 2009-02-24 20:03:51 »

k, I am googling minimax, thx for the help.
Offline SimonH
« Reply #4 - Posted 2009-02-25 04:34:47 »

Some good coverage here.
You should google 'AI board evaluation' also.

Heroes' Keep is in development.
Meanwhile try Bloodridge
Offline h3ckboy
« Reply #5 - Posted 2009-02-25 08:02:57 »

is this a command?  moves <- GenerateMoves(game);
it uses it a lot in the end. or is it jsut a representation of something.
Offline mh114

Junior Member





« Reply #6 - Posted 2009-02-25 10:27:37 »

is this a command?  moves <- GenerateMoves(game);
it uses it a lot in the end. or is it jsut a representation of something.
That's an assignment; something like this in Java, for example:
1  
MovesStructure moves = generateMoves(game);

Offline h3ckboy
« Reply #7 - Posted 2009-02-25 12:12:44 »

so do I make MoveseStructer a class?

sry I am asking dumb questions I jsut havent ever done any AI.
Offline h3ckboy
« Reply #8 - Posted 2009-02-25 12:37:24 »

k I found the source code, that made it harder and easier sort of. Their code is structured different than mine. casue the done have slick Tongue. so they dont have tiledmaps so tehy make a class for the board.
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