Connect-Four | β Pruning / Monte Carlo | Reinforcement Learning library

 by   qibinc C++ Version: Current License: No License

kandi X-RAY | Connect-Four Summary

kandi X-RAY | Connect-Four Summary

Connect-Four is a C++ library typically used in Artificial Intelligence, Reinforcement Learning applications. Connect-Four has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

α-β Pruning / Monte Carlo Tree Search, Connect Four, Monte Carlo
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              Connect-Four has a low active ecosystem.
              It has 21 star(s) with 5 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 1 have been closed. On average issues are closed in 5 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Connect-Four is current.

            kandi-Quality Quality

              Connect-Four has no bugs reported.

            kandi-Security Security

              Connect-Four has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Connect-Four does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Connect-Four releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            Connect-Four Key Features

            No Key Features are available at this moment for Connect-Four.

            Connect-Four Examples and Code Snippets

            No Code Snippets are available at this moment for Connect-Four.

            Community Discussions

            QUESTION

            Assigning multiple values from a single input statement disregarding whitespace
            Asked 2021-Jun-11 at 14:01

            I'm making a connect-four game where the board size can be decided by the players while ignoring the amount of spaces between the numbers.

            ...

            ANSWER

            Answered 2021-Jun-11 at 14:01

            I don't know if I don't understand your question but it seems to me you just could do that:

            Source https://stackoverflow.com/questions/66605769

            QUESTION

            React.js synchronity problem with hooks. Connect Four game move
            Asked 2021-May-22 at 21:55

            I am currently building a connect-four game based on react.js. It has the following semantic: The game has 3 state variables: grid(play field), pNext(boolean if human is next), gameState(is game won, lost, or running?)

            1. Human will click on column and onclick event handleClick(i) is triggered with the column index. It checks the gameState and will call the makeMove(i) function to make the players move. Now is the question, I cant wait for the makeMove function because it even returns when the state variables are not changed.

            makeMove will place the stone in the respective column.

            handleClick function:

            makeMove function:

            1. Now I can't wait for the useEffect() of one variable because I need all three game variables to be changed. (If the bool changed but the grid is not updated -> error etc.)

            EDIT: useEffect() hook picture and the vars:

            ...

            ANSWER

            Answered 2021-May-22 at 21:55

            Why don't you simply define your state as a single object? That way you can easily trigger a re-render when any one of your state variables changes.

            Suppose you define your state like this:

            Source https://stackoverflow.com/questions/66617356

            QUESTION

            child component's props not updating when parent's state updates
            Asked 2020-Feb-12 at 15:57

            I am making a Connect-Four game. every column (component) recieves the current player color as a prop from the parent component. i have a callback function in every column that changes the current player state every time a column is being clicked, but for some reason the columns won't accept the new parent state as an updated prop.

            ...

            ANSWER

            Answered 2020-Feb-12 at 15:57

            It is not clear where your code fails, but:

            Source https://stackoverflow.com/questions/60189074

            QUESTION

            Java connect four bit wise functions and bit board errors
            Asked 2020-Jan-24 at 22:10

            Essentially im trying to create a connect four Ai and i came across an article which uses bit boards to optimize making moves and checking for wins. Essentially i took a few methods from a git hub readme which are supposed to make a move and undo a move on your bit board unfortunately it appears that the methods are not working properly because it's placing ones at the end of the bit string instead of spacing them by 7. I assume this is probably some java thing that is preventing these from working correctly and i have posted a sample program below which i think demonstrates the problem accurately. For example if i set a long variable so that it has a row of four ones on the 5th row and display it. It displays correctly without the beginning zeros but on the other hand if i add three tokens to the first column. And then three tokens to the third column. It displays as 111, and 111. When it should be

            ...

            ANSWER

            Answered 2020-Jan-24 at 22:10

            You inadvertently kept dropping tokens into the same first slot.

            Replace:

            Source https://stackoverflow.com/questions/59901227

            QUESTION

            Route traffic using ingress
            Asked 2019-Aug-11 at 17:54

            I had a working example of a project a year back, which is not working anymore.

            It's basically related to change in the behavior of nginx.ingress.kubernetes.io/rewrite-target property mentioned here - https://github.com/kubernetes/ingress-nginx/tree/master/docs/examples/rewrite

            I have 3 application and I want to route based on conditions.

            • /* to frontend-cluster-ip-service
            • /api/battleship/* to battleship-cluster-ip-service
            • /api/connect4/* to connect-four-cluster-ip-service

            The working example that was working an year back was

            ...

            ANSWER

            Answered 2019-Aug-11 at 17:54

            I had the same issue with a bit more complicated rewrite (it was only for one different path).

            Making multiple Ingresses for each path worked for me but might not be the cleanest solution.

            My ingress definition: https://github.com/FORTH-ICS-INSPIRE/artemis/blob/master/artemis-chart/templates/ingresses.yaml

            Source https://stackoverflow.com/questions/57451382

            QUESTION

            Creating fluid movement of an oval using tkinter
            Asked 2019-Jun-10 at 10:26

            I'm trying to create Connect-Four using tkinter. Once a disc is placed in a certain column, I want it to descend to the bottom of the column in a fluid movement.

            I've tried using the move command of the Canvas class but I'm unsure if I am using it incorrectly or perhaps I am better off deleting and re-drawing the oval each iteration. Currently, the disc indeed moves but not in a fluid way. It simply draws it in the new location.

            This is the disc moving function:

            ...

            ANSWER

            Answered 2019-Jun-10 at 10:26

            You must pace the calls to move so that the movement is visible; canvas.after() allows you to call a function repeatedly, in this case until a condition is met (the disk arrived at destination)

            working code snippet

            Source https://stackoverflow.com/questions/56523792

            QUESTION

            Testing recursive IO prompt in rspec
            Asked 2019-Mar-07 at 22:45

            I am writing a connect-four game for more OO and rspec practice. As part of my program, I would like to prompt the user to choose a column that they would like to put their game piece in. Here's that method:

            ...

            ANSWER

            Answered 2019-Mar-07 at 22:45

            I was able to solve my problem by removing the input and output from get_col_choice:

            Source https://stackoverflow.com/questions/55033020

            QUESTION

            Could somebody explain this code snippet please
            Asked 2018-Oct-11 at 07:47

            I'm trying to make a connect four game, but I got stuck on how I'll reduce the column height when a player chooses a cell then drop. I tried to google it and found this I can't understand, could somebody explain it

            Note: The solution I found https://codereview.stackexchange.com/questions/100917/connect-four-game-in-java

            ...

            ANSWER

            Answered 2018-Oct-11 at 07:47

            This loop updates the grid which represents the board a.k.a the playground. It simply puts the symbol which represents the current player into the column at the height which is still empty (empty is represented by a dot).

            As you can see the grid is a 2 dimensional array which first dimension is the height.

            this.grid = new char[height][]; for (int h = 0; h < height; h++) { Arrays.fill(this.grid[h] = new char[width], '.'); }

            Source https://stackoverflow.com/questions/52753764

            QUESTION

            Error in deploying on heroku, /bin/sh: 1: webpack: not found
            Asked 2018-Jan-18 at 12:15

            Here is the error I am getting when I go to manually deploy on heroku's website. First I was getting an error in my .json file, so I specified both the "npm", "yarn" and "node" versions I was running. Those errors appeared to clear up. Now I am this one and have searched google but cannot seem to find much on fixing it.

            ...

            ANSWER

            Answered 2018-Jan-18 at 08:01

            If you run bpm module binaries, you need to have them in your $PATH. If the scripts are defined in package.json, these binaries will automatically be reachable. Otherwise you need to specify where it lies:

            Source https://stackoverflow.com/questions/48316230

            QUESTION

            Connect 4 Alpha-beta pruning possibly fails :(
            Asked 2017-Jul-15 at 21:47

            I have been working for a while with artificial intelligence problems and in this week i have tried to code AI to connect 4 with python. First I had problems with copying board but I figured out that in python you need to use deepcopy to avoid copying errors.

            Finally I managed to create alpha-beta pruning algorithm and it works OK but then I tested my algo in depth 8 against online alpha-beta pruning algo in depth 6 and surprisingly my algorithm lost. I created evaluation function with harvard's instructors and modified alpha-beta from msavenski's code (links are in the code)

            Could some who have been working with these problem longer check that my algo and evaluation function works as expected because im quite sure that there is some mistake. I know that I could use tranposition tables, deep iteration and so on to make code faster and more effective but my other goal is to keep it simply.

            Here is my code:

            ...

            ANSWER

            Answered 2017-Jul-15 at 21:47

            The implementation looks OK and it plays reasonable moves, too.

            It is difficult to make assumptions about the playing strength from one game alone. You would need to run more games to get reliable statistics. For instance, by varying the start position and let the both engines play once as 'X' and once as '0'.

            There is also a certain luck factor involved. Alpha-beta in general leads to better play when the search depth is increased. In some positions, however, it may end up playing a bad move that it would not have played in a more shallow search.

            Also different evaluation functions have this effect. Even if one evaluation function is worse, there are certain positions where the bad evaluation function will lead to a better move.

            The luck factor only goes away if you play enough games or if your search is so deep that it can see all variations to the end. Connect 4 is a solved game. If the algorithm is perfect, the first player to move will always win. That is the only objective way to point out a bug in the search. Heuristics, like your evaluation function, will always have weak spots.

            Source https://stackoverflow.com/questions/44970883

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

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            You can download it from GitHub.

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