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Subject: 
Re: Brickgame [connect 4] algorithm
Newsgroups: 
lugnet.off-topic.geek
Date: 
Tue, 30 Jan 2001 22:26:39 GMT
Viewed: 
139 times
  
On Tue, Jan 30, 2001 at 10:05:14PM +0000, David Eaton wrote:
Anyway, That's about it... Pretty simple, actually, without digging several
ply into the game... Or re-calculating the grid at each phase... Anyone got
any suggestions? Comments? Etc? Did you actually care about this message? :)

heh, I liked it.  Never thought of trying a connect 4 game...  I did write
a tic-tac-toe that learned from experiance...

hmmm...  I'm trying to think of a way to quantify the killing play (one
that leaves you two ways to win next turn) without looking ahead...
perhaps you can say something like

if I can place a second token in a row, with clear spaces on both ends, do
that?  and put it after the "block other player" clause?

--
Dan Boger / dan@peeron.com / www.peeron.com / ICQ: 1130750
<set:6887_1>:  Allied Avenger (LEGO/SYSTEM/Space/Blacktron II), '91, 98 pcs, 1 figs



Message has 1 Reply:
  Re: Brickgame [connect 4] algorithm
 
(...) I think I'd quantify that to something along the lines of (tell me if this sounds wrong): A. If there exists a line of 5 or more available spaces wherein my opponent has not taken any of them: B - If I have 0 of these spaces (excluding the (...) (24 years ago, 31-Jan-01, to lugnet.off-topic.geek)

Message is in Reply To:
  Brickgame [connect 4] algorithm
 
Ok, I'm a geek. I admit that. But now that I've got that out of the way, lemme say I've always loved connect 4, just because it's such a more strategic game (like checkers, rather) than one typically accounts for-- rather than say, tic-tac-toe, (...) (24 years ago, 30-Jan-01, to lugnet.off-topic.geek)

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