Min/Max gametree

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  • Kimau

    #1

    Min/Max gametree

    When constructing a Min/Max or Alpha/beta gamtree what do you find is
    the best method of evolving the game state to the leaf node for
    evaluation without hogging memory or resources.

    Currently I'm using a method where the game can be broken down into a
    array (representing a matrix). The array is the manipulated statically
    by an order queue generated by the tree. Unfortantly this method is
    seperate from the game functions themselves and therefore isn't very
    good from a coding principle.

    What methodolgy would you recommend to get the game states for the leaf
    nodes so they can be evalutated??

  • Victor Bazarov

    #2
    Re: Min/Max gametree

    Kimau wrote:[color=blue]
    > When constructing a Min/Max or Alpha/beta gamtree what do you find is
    > the best method of evolving the game state to the leaf node for
    > evaluation without hogging memory or resources.
    >
    > Currently I'm using a method where the game can be broken down into a
    > array (representing a matrix). The array is the manipulated statically
    > by an order queue generated by the tree. Unfortantly this method is
    > seperate from the game functions themselves and therefore isn't very
    > good from a coding principle.
    >
    > What methodolgy would you recommend to get the game states for the leaf
    > nodes so they can be evalutated??
    >[/color]

    Pardon my ignorance, but isn't this question better asked in the newsgroup
    'comp.games.dev elopment.progra mming.algorithm s'? Or at least, perhaps,
    'comp.object'. I really can't see any relevance to 'comp.lang.c++' yet.
    Maybe somebody can open my eyes to it? Thanks!

    V
    --
    Please remove capital As from my address when replying by mail

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