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Member Since 13 Jan 2013
Offline Last Active Jan 16 2013 09:56 AM

Posts I've Made

In Topic: Best practice needed for implementing an AI for a turn-based game

16 January 2013 - 09:51 AM

Thanks for the advice guys. I will make a separate board object for the AI to work on. I'll probably do this by updating this object while updating the real board. Making a copy constructor is rather messy, because I have lists of pointers (for convenience sake) as data members. I will also implement a "undo" function (shouldn't be too hard :)).

I haven't thought it through, but I inclining toward minimax right now (that's the one they use for chess right? [edit: yes, yes it is]). From what I understand of Monte Carlo methods is that they can fickly in terms of parameters of the randomness. I'll keep you guys posted :)