I could see how quick Nalimov's EGTB's work. I'm thinking of kinda B* tree implementation to search positions. What do you think?
Type: Posts; User: cbriceno82
I could see how quick Nalimov's EGTB's work. I'm thinking of kinda B* tree implementation to search positions. What do you think?
Definitely I'll do it. thank you very much!
There should be a retrieval data structure that allows quick retrieval of a given position. Depending upon the time it takes to lookup, I would adjust my program on when to use it so that performance...
What a try to implement by doing this is to resemble something that expert chessplayers use quite oftenly, their memory, their learnings coming from their own experience, the knowledge they gathered...
This works if an only if the stones you get at the edges of the board are stable, i.e.: cannot be flipped by the opponent. If you implement an heuristic like this, you coul do something like:
for...
Let me get some spin control at this point. My program does use minimax with alpha-beta pruning. It implements heuristics as any other othello engine would.
Let's suppose I challenge my...
I'm writing an othello engine. What I need now is to create an endgame repository. my program is able to play a perfect game when there are 24 plies left and I want my program to store the position...