negamax | negamax AI algorithm for turn-based games | Game Engine library
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kandi X-RAY | negamax Summary
negamax AI algorithm for turn-based games
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QUESTION
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 07:33Well turns out I'm really stupid and in python3 I have to upload like this:
QUESTION
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 07:10As I see it you have 2 questions which I will try to answer:
- 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:
QUESTION
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 05:49In 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.
QUESTION
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 14:12Extracted 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:
QUESTION
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 23:18On 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.
QUESTION
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 07:05Turn out I used the c limits
QUESTION
Negamax typically looks like the below:
...ANSWER
Answered 2019-Dec-27 at 08:33The correct function call ended up being -negamax(child, depth-1, −∞, +∞, -1)
, although the negamaxHandler
function needed to be changed:
QUESTION
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 16:38The 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.
QUESTION
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 11:36Check your stop condition.
You need :
QUESTION
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 16:14There are two problems with the code that you presented:
Problem #1: Assuming thatpostMessage
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:
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