Connect-Four | β Pruning / Monte Carlo | Reinforcement Learning library
kandi X-RAY | Connect-Four Summary
kandi X-RAY | Connect-Four Summary
α-β Pruning / Monte Carlo Tree Search, Connect Four, Monte Carlo
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Connect-Four Examples and Code Snippets
Community Discussions
Trending Discussions on Connect-Four
QUESTION
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 14:01I don't know if I don't understand your question but it seems to me you just could do that:
QUESTION
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?)
- Human will click on column and
onclick
eventhandleClick(i)
is triggered with the column index. It checks thegameState
and will call themakeMove(i)
function to make the players move. Now is the question, I cant wait for themakeMove
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:
- 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 21:55Why 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:
QUESTION
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 15:57It is not clear where your code fails, but:
QUESTION
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 22:10You inadvertently kept dropping tokens into the same first slot.
Replace:
QUESTION
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 17:54I 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
QUESTION
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 10:26You 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
QUESTION
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 22:45I was able to solve my problem by removing the input
and output
from get_col_choice
:
QUESTION
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 07:47This 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], '.');
}
QUESTION
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 08:01If 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:
QUESTION
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 21:47The 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.
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