03-01-2021, 11:37 AM
I'm just starting to look at heuristics.
For Throngs, the needs might be:
triangles of 3 are "live" and represent successful invasions of areas surrounded by enemies. Empty triangles in one's own areas are also risks therefore.
Placing pieces that can be captured should be avoided (i.e. placements on sites with 3+ more enemy than friendly neighbors should be avoided.)
Placements should be made on 95% of ones moves, and thus solid fill should be avoided - but empties should be surrounded by as many friends as possible. (long-range moves involving placement are a valuable resource.
The center is important in the beginning of the game.
What kinds of heuristics do you have that would meet any of these criteria. I see you have for line patterns, are you developing any for triangles? for adjacency counts?
Alternatively, how could these be defined as AI "features"?
For Throngs, the needs might be:
triangles of 3 are "live" and represent successful invasions of areas surrounded by enemies. Empty triangles in one's own areas are also risks therefore.
Placing pieces that can be captured should be avoided (i.e. placements on sites with 3+ more enemy than friendly neighbors should be avoided.)
Placements should be made on 95% of ones moves, and thus solid fill should be avoided - but empties should be surrounded by as many friends as possible. (long-range moves involving placement are a valuable resource.
The center is important in the beginning of the game.
What kinds of heuristics do you have that would meet any of these criteria. I see you have for line patterns, are you developing any for triangles? for adjacency counts?
Alternatively, how could these be defined as AI "features"?