blog.gamesolver.org
Open in
urlscan Pro
2606:50c0:8000::153
Public Scan
URL:
http://blog.gamesolver.org/
Submission: On November 21 via api from US — Scanned from DE
Submission: On November 21 via api from US — Scanned from DE
Form analysis
0 forms found in the DOMText Content
* Solving Connect 4: how to build a perfect AI * About * Connect Four Solver PASCAL PONS Follow * Email * LinkedIn * Github * Solving Connect Four * 1. Introduction * 2. Test protocol * 3. MinMax algorithm * 4. Alpha-beta algorithm * 5. Move exploration order * 6. Bitboard * 7. Transposition table * 8. Iterative deepening * 9. Anticipate losing moves * 10. Better move ordering * 11. Optimized transposition table * 12. Lower bound transposition table SOLVING CONNECT FOUR PART 1 – INTRODUCTION Solving Connect Four: history, references and tutorial goals. PART 2 – BENCHMARKING SOLVERS Notation and score of Connect 4 positions PART 3 – MINMAX ALGORITHM First version using basic algorithm PART 4 – ALPHA-BETA ALGORITHM Pruning the search tree PART 5 – MOVE EXPLORATION ORDER Alpha-beta is more efficient when you explore best move first PART 6 – BITBOARD Compact and efficient binary representation of Connect 4 positions PART 7 – TRANSPOSITION TABLE Caching intermediate results to avoid computing many times the same score PART 8 – ITERATIVE DEEPENING & NULL WINDOW Increase progressively the depth of exploration PART 9 – ANTICIPATE DIRECT LOSING MOVES Do not explore moves allowing the opponent to win directly PART 10 – BETTER MOVE ORDERING Explore first move creating alignment opportunities PART 11 – OPTIMIZED TRANSPOSITION TABLE Saving some space using chineese remainder theorem PART 12 – LOWER BOUND TRANSPOSITION TABLE Keeping lower bound of score in addition to upper bounds * Follow: * GitHub * Feed © 2019 Pascal Pons. Powered by Jekyll & Minimal Mistakes.