• Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

107 Neutral

About t3685

  • Rank
  1. 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 :)
  2. Hi,     I am dabbling into game making by implementing a boardgame (Hive) I have at home. I am doing this in C++ (with Qt) and have more less the basics I need for a player vs player game.   I will now try to make an AI for the game, but I've come to face with a couple of decisions and I wonder whether you guys could give me some advice?   My question boils to the fact whether I should make a separate "board" for the AI to evaluate and test its moves or to use some kind of undo function (so make all the moves and then move all the pieces to their original position).   Making a separate move does not appeal to me because it involves making deep copies of the objects (I only keep pointers to them, and the game logic depend on the pointers in lists). However, using an "undo" function, requires me to tell the game the AI is thinking, because right now any change to the internal game causes the GUI part to move as well.   What is common practice in this case?   Thanks in advance,   t3685
  • Advertisement