negamax | negamax AI algorithm for turn-based games | Game Engine library

 by   JohnAD HTML Version: v0.0.3 License: No License

kandi X-RAY | negamax Summary

kandi X-RAY | negamax Summary

negamax is a HTML library typically used in Gaming, Game Engine, Pygame applications. negamax has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

negamax AI algorithm for turn-based games
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              negamax has a low active ecosystem.
              It has 11 star(s) with 0 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 1 have been closed. On average issues are closed in 9 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of negamax is v0.0.3

            kandi-Quality Quality

              negamax has no bugs reported.

            kandi-Security Security

              negamax has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

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

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              negamax releases are available to install and integrate.

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            negamax Key Features

            No Key Features are available at this moment for negamax.

            negamax Examples and Code Snippets

            No Code Snippets are available at this moment for negamax.

            Community Discussions

            QUESTION

            Module not found error when importing a Cython .pyd file
            Asked 2021-Jun-09 at 07:33

            I know this might seem like a duplicated question, but I really could not find what I'm doing wrong... I wrote a .pyx file in order to compile it into a .pyd with cython. Long story short, it compiles my file just fine and creates a .pyd file. However, when I try to import that .pyd file I get an error saying No module named: "name_of_module". Note that this is my first time trying cython...

            I am using venv with python3.9 on windows 10. I have cython installed along with minGW. To compile it into the .pyd file, I imply type in the command prompt in the same directory as the .pyx file:

            python setup.py build_ext --inplace

            Here is my setup.py file to cythonize my .pyx file:

            ...

            ANSWER

            Answered 2021-Jun-09 at 07:33

            Well turns out I'm really stupid and in python3 I have to upload like this:

            Source https://stackoverflow.com/questions/67889119

            QUESTION

            Implementing Iterative Deepening with minimax algorithm with alpha beta pruning PYTHON
            Asked 2021-Mar-08 at 07:10

            I have implemented a NegaMax algorithm (which is just a shorter version of minimax algorithm) with alpha beta pruning . Now I want to implement Iterative Deepening so that I can find a best move for every depth and then reorder the the nodes under the tree based on the scores of the previous layers so that my alphabeta pruning works more efficiently.

            Here's what I have done so far:

            ...

            ANSWER

            Answered 2021-Mar-08 at 07:10

            As I see it you have 2 questions which I will try to answer:

            1. How can I add the time constraint function to this code so that it only returns the best move when the the mentioned time gets over and not before that.

            So you want to search for a certain number of seconds each move instead of searching for a specific depth? This is very easy to implement, all you have to do is make the iterative deepening go to some large depth and then compare the current time with the search start time each x number of nodes. Something like this:

            Source https://stackoverflow.com/questions/66493812

            QUESTION

            How to implement transposition tables with alpha beta pruning
            Asked 2021-Jan-18 at 05:49

            I'm trying to make an implementation of transposition tables in my negamax. But first I want to understand all of the ideas in the pseudo code:

            ` function negamax(node, depth, α, β, color) is alphaOrig := α

            ...

            ANSWER

            Answered 2021-Jan-18 at 05:49

            In a Negamax search with alpha beta you typically start with an infinite window (alpha=-inf, beta=inf). Then during search this window is narrowed due to the cut offs, which leads to either raising alpha, or lowering beta.

            The flags indicate which type of node you have found. If you found a node within your search window (alpha < score < beta) this means you have an EXACT node. Lower bound means that score >= beta, and upper bound that the score <= alpha.

            You can read more about it here, which is also a good page for finding all you need for chess programming.

            Source https://stackoverflow.com/questions/65764015

            QUESTION

            What is the difference between Minimax and Negamax?
            Asked 2021-Jan-16 at 14:12

            I'm confused with these two. is Negamax just an optimization for minimax? or is Negamax is another search tree algorithm? If negamax is another search tree algorithm, then which one is better?

            ...

            ANSWER

            Answered 2021-Jan-16 at 14:12

            Extracted information from here

            Negamax is a simplification of MinMax by using the following property :

            max(a,b) = -min(-a,-b)

            So, instead of having a conditonnal value compute in minmax, which is the following:

            Source https://stackoverflow.com/questions/65750233

            QUESTION

            Alpha-beta pruning with transposition tables
            Asked 2020-Aug-31 at 23:18

            I don't get why flags for table entries are used as they are. Consider e.g. the pseudocode for Negamax with alpha-beta pruning and transposition tables and concentrate on the TT parts.

            ...

            ANSWER

            Answered 2020-Aug-31 at 23:18

            On the second thought, the question is trivial :)

            Indeed, if the child node value was too good to cause a beta-cutoff (value ≥ β), it means that parent node has move that is at lest good as value, but maybe there are some even better move. So the value is the LOWERBOUND for the exact node value.

            value ≤ alphaOrig means that all moves was worse than alphaOrig. That means that value is the UPPERBOUND of consequences of all moves.

            Lower and Upper are bounds of the value of the current node, not the root one, as I somehow implied.

            Source https://stackoverflow.com/questions/63649594

            QUESTION

            Negamax Cut-off Return Value?
            Asked 2020-Jul-18 at 07:05

            I have a problem with my Negamax algorithm and hope someone could help me.

            I'm writing it in Cython

            my search method is a following:

            ...

            ANSWER

            Answered 2020-Jul-18 at 07:05

            Turn out I used the c limits

            Source https://stackoverflow.com/questions/62941285

            QUESTION

            What would Negamax' initial function call look like were it to minimize root node rather than maximize?
            Asked 2019-Dec-27 at 08:33

            Negamax typically looks like the below:

            ...

            ANSWER

            Answered 2019-Dec-27 at 08:33

            The correct function call ended up being -negamax(child, depth-1, −∞, +∞, -1), although the negamaxHandler function needed to be changed:

            Source https://stackoverflow.com/questions/59438037

            QUESTION

            What's the point of "make move" and "undo move" in chessengines?
            Asked 2019-Oct-27 at 01:09

            I want to experiment with massive parallel chess computing. From what I saw and understood in wikis and source code of some engines is that in most (all?) implementations of the min-max(negamax, alpha-beta, ...)-algorithm there is one internal position that gets updated for every new branch and then gets undone after receiving the evaluation of that branch.

            What are the benefits of that technic compared to just generating a new position-object and passing that to the next branch? This is what I have done in my previous engines and I believe this method is superior for the purpose of parallelism.

            ...

            ANSWER

            Answered 2017-Oct-15 at 16:38

            The answer to your question depends heavily on a few factors, such as how you are storing the chess board, and what your make/unmake move function looks like. I'm sure there are ways of storing the board that would be better suited towards your method, and indeed historically some top tiered chess engine (in particular crafty) used to use that method, but you are correct in saying that modern engines no longer do it that way. Here is a link to a discussion about this very point: http://www.talkchess.com/forum/viewtopic.php?t=50805

            If you want to understand why this is, then you must understand how today's engines represent the board. The standard implementation revolves around bitboards, and that requires 12- 64 bit integers per position, in addition to a redundant mailbox (array in non computer chess jargon) used in conjunction. Copying all that is usually more expensive than a good makeMove/unMakeMove function.

            I also want to point out that a hybrid approach is also common. Usually make and unmake is used on the board itself, where as other information like en passant squares and castle rights are copied and changed like you suggested.

            Source https://stackoverflow.com/questions/46737262

            QUESTION

            (Python NegaMax Algorithm for Game of Nim) What is wrong with my code?
            Asked 2019-May-14 at 11:36

            I am a new learner of AI. My assignment requires me to write a program in Python that plays the Game of Nim optimally (using the NegaMax algorithm).

            If you're not familiar with the game, here is a brief description:

            Nim is a simple two-player game. We start with a pile of n matches, where n ≥ 3.

            Two players, Max and Min, take turns to remove k matches from the pile, where k = 1, k = 2, or k = 3. The player who takes the last match loses.

            This is what I have already written:

            ...

            ANSWER

            Answered 2019-May-14 at 11:36

            Check your stop condition.

            You need :

            Source https://stackoverflow.com/questions/56126992

            QUESTION

            Webworker for a recursive function
            Asked 2019-Jan-13 at 20:13

            I have already some elements for my answer, coming from an old post (Trying to implement inline Webworker for a recursive function).

            Now I take over this little code implying this issue. This little code uses inline webworkers since I use a recursive function which computes the best hit to play (this is the "computer" Hit). If I don't use webworker and I take a depth too high, the game is hanging in browser.

            the source of code is available on [this link][1]

            I would like to get a working code. Indeed, I am near to the solution since several bugs have been fixed (for example, the fact to include different functions in webworker to make it do its computations without calling external functions. If I don't include all necessary functions, the webworker will not be able to work since it has its own scope.

            So I would like to get help to debug my current version.

            The game is available on [this link][2] I am interested only into "computer vs player" mode (black begins to play). Here below you can find the part when I call the recursive function.

            Once computation is done with this recursive function, I would like to get back the object representing the current map of game (positions of black/white circles).

            To get back the object or the coordinates suggested for hit (Here we are in main function), I did the following code :

            ...

            ANSWER

            Answered 2018-Dec-26 at 16:14

            There are two problems with the code that you presented:

            Problem #1: Assuming that postMessage passes a reference, but instead it serializes/deserializes it.

            When you are using postMessage from within main js into the WebWorker, you are passing the HitTemp object, and later on, in the WebWorker you assume, that if you set properties of that object, the the original object would be modified as well. By that I mean the following code:

            Source https://stackoverflow.com/questions/53904533

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

            Vulnerabilities

            No vulnerabilities reported

            Install negamax

            You can download it from GitHub.

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