Subject:
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Re: Brickgame [connect 4] algorithm
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Newsgroups:
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lugnet.off-topic.geek
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Date:
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Tue, 30 Jan 2001 22:26:39 GMT
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Viewed:
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139 times
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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
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Message has 1 Reply: | | Re: Brickgame [connect 4] algorithm
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| (...) 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)
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Message is in Reply To:
| | Brickgame [connect 4] algorithm
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| 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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