06-15-2021, 02:03 AM
I scripted a new game "Netted" which has regions based on extended connections. Apart for a few problems, it could be submitted, however:
To avoid defining and handling spurious pieces and sites, I used counting Steps with a step to with multiple conditions.
For the most part it works, but the AI can barely handle very small boards.
However, I get unexpected results from time to time which I suspect is due to my not understanding "Intervene" fully, or a bug in the way I used it within Step To.
I am using it to define disallowed steps to empty cells between adjacent, diametrically opposite opponent's pieces. Those spaces are part of the "Net" and don't count as liberties on the edge either -- but steps should be allowed across self-occupied cells between opposed Enemies. Perhaps there is a better way.
The trial example shows a false game ending where the script thinks that access to the adjacent edge cell is blocked (below it, to the right), but in fact it is not blocked, and the game shouldn't end here.
Most of the time it works, so I don't know why it misses just a few cases. Does "Intervene" have special edge behavior?
Is there a less intensive approach to the whole problem?
To avoid defining and handling spurious pieces and sites, I used counting Steps with a step to with multiple conditions.
For the most part it works, but the AI can barely handle very small boards.
However, I get unexpected results from time to time which I suspect is due to my not understanding "Intervene" fully, or a bug in the way I used it within Step To.
I am using it to define disallowed steps to empty cells between adjacent, diametrically opposite opponent's pieces. Those spaces are part of the "Net" and don't count as liberties on the edge either -- but steps should be allowed across self-occupied cells between opposed Enemies. Perhaps there is a better way.
The trial example shows a false game ending where the script thinks that access to the adjacent edge cell is blocked (below it, to the right), but in fact it is not blocked, and the game shouldn't end here.
Most of the time it works, so I don't know why it misses just a few cases. Does "Intervene" have special edge behavior?
Is there a less intensive approach to the whole problem?