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Conquer II. The goal of the game is to conquer the opponent's army and to add it to your own army. (8x8, Cells: 64) [All Comments] [Add Comment or Rating]
H. G. Muller wrote on Fri, Feb 2 08:23 AM EST in reply to Gerd Degens from 07:46 AM:

Indeed, at this stage we are still far from being able to handle this. The first step would be to equip the AI with true repetition detection, instead of merely discouraging immediate back-and-forth moving for the side that is ahead. After that we can introduce a parameter to control the game result in case of a repetion (draw, loss for the repeater, loss for the checker, ...)

It should be possible to prevent the AI from crashing by 'perpetual recapture' already by simpler means, though. The idea for always allowing this was that sooner or later you would run out of pieces to capture to a given square. But when you capture from the same square as two half-moves before, this might not be the case, as obviously the capturing piece got somehow replaced. So such repeat captures should be exempted from the 'free recapture' rule.

Problem is that it might not always be the previous move. I can imagine positions where each player has two Rooks attacking a square with a Queen, and then alternately capture from the one square or the other. So I suppose I should consider any move that unloads something as suspect, as it violates the assumption that the capture decreases the board population, so that you must sooner or later run out of those. The question is whether not always searching such recaptures would not unduly weaken the AI, though. But anything is of course better than crashing it.