FS 03 /HOW MAKE IT: very shortly PICTORIAL GUIDE after GOMOKU ENGINE code
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game board
summary

sumx and sumo
sumx to xmap
xmap between x add
xmap between x less
xmap more samples
zeroX and zeroO
xmap editing
x_plus and middx
x_plus and zeroX
x_away and o_away
xRCboard and liftx
xRCboard add & less
xmap to lagx
lagx 5000 & x_away
lagx 100 & x_away
lagx 10 and lagx 1
lagx to x_tack
xRCboard allways
flagx allways
delayx
dilayx
pred_x
pred_x to xmap
choose from flagx
more delay
more delay samples
three
crossmix
more delay use
flag to RCboard

summary

To each square in array needs write four values therefore directions of searching is also four.
Record first layer values of moves to array "xRCboard from all directions of searching: if new (direction) value in actual position square is bigger, rewrite older (previous direction) value.





All "lagx" values from all directions they are write to array "flagx". Resultant value in each square position in array "flagx" is therefore sum four values.




Bigger is sum "flagx" array values for different directions. Higher value stands for better move. Sum values 100(C) and 100(C) is 200(CC). And next bigger: 1000(M) + 100(C) = 1100(MC). And 1000(M) + 100(M) = 2000(MM).
For simplicity here used digits of Roman. For flagx value 5000(5K) here uses name "three" or D (Romish).


examples in C++
add to always matrix (next matrix with) actual direction:
//xRCboard[][](matrix - | \) and xtemporal[][](matrix /): 
if(xRCboard[][] <= xtemporal[][]) xRCboard[][] = xtemporal[][];
xtemporal[][] = 0;
//flagx[][](- | \)add actual lagx(/): 
flagx[][] += lagx; lagx = 0;
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