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   Author  Topic: Capturing Moves  (Read 12359 times)
JimmSlimm
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Arimaa player #6348

   


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Re: Capturing Moves
« Reply #45 on: Jun 28th, 2013, 11:45am »
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Update: I gave up on the 4step decision tree after working on it for over a week, it just took to much energy away from me Tongue
Hopefully it will serve as a warning for others thinking about doing the same thing manually, it takes ALOT of time, probably more than most think. There are just SO many cases Smiley
 
I made 2step+3step decision trees instead, doable in less than a day. So now, I generate all possible first steps, including push and pulls. And then check the decision tree after that, it has a huge impact on performance, I can only imagine what a full decision tree would do Smiley
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JimmSlimm
Forum Guru
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Arimaa player #6348

   


Gender: male
Posts: 86
Re: Capturing Moves
« Reply #46 on: Oct 8th, 2013, 6:07am »
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I have a 4-step capture decision tree now, it can certainly be improved in speed, and probably has some bugs, but it's good enough.
 
 
To take it one step further, since fast decision trees/static capture evaluation is so important, has anyone made a 2-ply capture tree? That is, for example:
"Can I capture a piece while at the same time NOT allowing  opponent to capture any of my pieces?"
 
or even better if you include what piece(s) to get captured:
"What is the best material score I can get within 2 plies from this board state?"
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