minimax | thin layer for Meteor providing EJSON | Compression library
kandi X-RAY | minimax Summary
kandi X-RAY | minimax Summary
Minimax is a thin layer for Meteor providing EJSON.minify and EJSON.maxify
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of minimax
minimax Key Features
minimax Examples and Code Snippets
public static void main(String[] args) {
MiniMaxAlgorithm miniMaxAlgorith = new MiniMaxAlgorithm();
boolean isMaximizer = true; // Specifies the player that goes first.
boolean verbose = true; // True to show each players choi
Community Discussions
Trending Discussions on minimax
QUESTION
Required to write a minimax algorithm that returns a value from a array of random numbers, the length of which is 2 ^ depth(the algorithm works on a binary tree).
my code:
...ANSWER
Answered 2021-Jun-12 at 23:04You have at least 2 bugs:
Inside
if (search_max_score)
block you callminmax
withfalse
as the 5th argument, which is equivalent to making the search for max element becoming a search for min element, and then max again, etc.If you have an interval
[left, right]
and you want to halve it, the midpoint is NOTright/2
(unlessleft == 0
), but rather(left + right)/2
orleft + (right-left + 1)/2
. You need to work on the exact form of this formula that will fit your needs, taking into account the integer rounding when dividing an odd integer by 2. Or you can calculate the offset fromdepth
, as the interval length will always be a power of two.The third point is not a bug, but an error it is: please use a debugger.
QUESTION
I'm trying to get Alpha-beta pruning to work but it's giving me completely wrong moves compared to my Minimax function. Here is my Minimax function which is working perfectly right now.
...ANSWER
Answered 2021-Jun-12 at 19:17It's unclear whether you are trying to implement the Fail-hard or Fail-soft methods, but I think that it's the later. If so, then while i cannot test this for you, I think that this is what you want:
QUESTION
I need help with making tree from possible moves in game Othello, on which I will later use MiniMax algorithm. Game is played in Player vs AI mode and I am always "1" on board and AI is always "2" on board. This is how my current function for getting best move for AI looks like:
...ANSWER
Answered 2021-May-23 at 09:44You would need your recursive function to return a TreeNode
instance, not a Tree
instance. The top level call will then return the root node, which should then be assigned to the root
attribute of a single Tree
instance.
I would also suggest creating an Edge
class, so you can store the information about the move that was played in the parent board in order to get to the child board.
If I understand correctly you want to separate the minimax/alphabeta algorithm from the actual game rules, and first create the tree of states (specific to the game), and then feed that to a generic minimax/alphabeta algorithm which can then be ignorant about the game rules, and just focus on the information in the tree.
Here is an idea for an implementation:
QUESTION
I have a react app that fetches data from an API. The data fetched is a string.
One example of such a string is,
...ANSWER
Answered 2021-May-21 at 18:26Try this by replacing all \n
with
and You can bind to dom directly using dangerouslySetInnerHTML
as per your requirement.
QUESTION
I am currently doing this problem in cs50 AI where we need to make a minimax algorithm for playing tictactoe. My algorithm doesn't work at all (it is really easy to beat the computer) and I was wondering what I was doing wrong. I am also pretty sure that all my other functions are correct and that only the minimax function is incorrect. Would really appreciate any help, thank you all!
...ANSWER
Answered 2021-May-21 at 04:29You seem to have lots of unnecessary functions and your minimax code looks way too complicated than it needs to be. Basically you need 4 main functions for your game:
- Minimax itself
- Get all possible moves from a position (unless you want to do the loop inside minimax)
- Determine if a player has won
- Determine if board is full
Also, have you looked at the pseudo code for minimax from e.g. Wikipedia? :
QUESTION
I'm implementing chess on Python (not the best choice however) using pygame
. To find moves, I use the standard pair minimax + alpha pruning, minimax is a recursive search tree so program most of the time will do this part.
ANSWER
Answered 2021-May-18 at 05:27When a pygame program fails to call pygame.event.get()
or pygame.event.pump()
for a long time, the operating system thinks that the program is crashed.
There are important things that must be dealt with internally in the event queue. The main window may need to be repainted or respond to the system. If you fail to make a call to the event queue for too long, the system may decide your program has locked up.
From https://www.pygame.org/docs/ref/event.html#pygame.event.pump
If you make sure to call pygame.event.pump()
occasionally in the minimax function, the OS won't think your program has crashed. So you'll be able to click on the window without getting "This window is not responding" or anything.
Hopefully this gets your problem, and it isn't something else.
QUESTION
I'm working on a Minimax Algorithm for my reversi game so that I'll have a strong AI opponent facing the player. But I bumped into this error: "RangeError: Maximum call stack size exceeded"
What can I do to fix it?
Here's the code(I won't explain it with pseudo code since my question is not about the function not working):
AI Algorithm:
...ANSWER
Answered 2021-May-07 at 11:25By the way, I solved the problem 1h ago(posting it now). I forgot to reduce the depth value with every step taken towards the root of the tree. Just changed these parts:
1st:
QUESTION
I am currently implementing an alpha-beta pruning algorithm for a minimax function. This exercise corresponds to the multiagent section of the PacMan Project at Berkeley University.
My implementation:
...ANSWER
Answered 2021-Apr-23 at 20:57Solution:
There were two bugs in my previous implementation:
Previously in the
minValue
function calculated the value for all 'legal actions' if there was only one ghost left. This is incorrect, you only have to calculate it once.
QUESTION
I am making a connect four AI and would like the AI to loop through the available moves from the middle and outwards because in connect four the middle moves are usually better and then the probability of alpha beta pruning happening is much higher.
For example if I gave it a array like this: [1,2,3,4,5]
It should loop though them like this 3,4,2,5,1
Or with a array like this [1,2,3,4,5,6]
It should loop though them like this 4,3,5,2,6,1
Thanks in advance
This is my code for connect four:
...ANSWER
Answered 2021-Mar-06 at 18:52If you want to sort by distance to middle, you can use a lambda expression.
QUESTION
I'm currently working on creating a chess engine using chess.js, chessboard.js, and the minimax algorithm. I eventually want to implement alpha-beta, but for right now, I just want to get minimax to work. It seems like the computer is thinking, but it usually just does Nc6. If I move the pawn to d4, it usually takes with the knight, but sometimes it just moves the rook back and forth in the spot that was opened up by the knight. If there is nothing for the knight to take, the computer moves the Rook or some other pointless move. My best guess is that all of the moves are returning the same valuation, and so it just makes the first move in the array of possible moves, hence the top left rook being a prime target. I should note that part of my confusion is around the way a recursive function works, and most of the stuff I've found online about recursive functions leaves me more confused than when I started.
I'm using Express.js with the chessboard.js config in public/javascripts as a boardInit.js that's included in the index.ejs folder, and when the user makes a move, a Post request is sent to /moveVsComp. It sends it to the server, where the app.post function for /moveVsComp tells chess.js to make the move that the player made.
After the player move is recorded, the computer calls the computerMoveBlack function.
Function call in the post request:
...ANSWER
Answered 2021-Apr-15 at 04:32I will point out a few suggestions below to help you on the way if you are just getting started. First I just want to say that you are probably right that all moves get the same score and therefore it picks the first possible move. Try to add some Piece Square Tables (PST) to your Evaluation function and see if it puts pieces on appropriate squares.
- I would implement a Negamax function instead of Minimax. It is way easier to debug and you won't have to duplicate a lot of code when you later make more optimizations. Negamax is one of the standard chess algorithms.
- It seems like you don't do the legal move generation yourself, do you know how the board is represented in the library that you use? Instead of using the FEN for evaluation you want to use the board (or bitboards) to be able to do more advanced evaluation (more on it further down).
- The min/max value of -105/105 is not a good way to go. Use -inf and inf instead to not get into troubles later on.
Regarding the evaluation you normally use the board representation to figure out how pieces are placed and how they are working together. Chessprogramming.org is a great resource to read up on different evaluation concepts.
For your simple starting evaluation you could just start with counting up all the material score at the beginning of the game. Then you subtract corresponding piece value when a piece is captured since that is the only case where the score is changing. Now you are recalculating lots of things over and over which will be very slow.
If you want to add PST to the evaluation then you also want to add the piece value change for the moving piece depending on the old and new square. To try and sum up the evaluation:
- Sum up all piece values at start-up of a game (with PST scores if you use them) and save it as e.g. whiteScore and blackScore
- In your evaluation you subtract the piece value from the opponent if you capture a piece. Otherwise you keep score as is and return it as usual.
- If using PST you change the own score based on the new location for the moved piece.
I hope it makes sense, let me know if you need any further help.
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