| HOW IT WORKS - BRIEF GUIDE TO THIS ENGINE | |||||
| obsah: | first two moves: | page 2/12 | |||
inputs and outputs first moves basic analysis RCboard rules first 2 layers flag rules (1D) flag combination (2D) LM moves three structure delay rules last analysis summary go to page: pixoria main |
When the engine is supposed to make the first move, it always begins in the center of the game board. It determines the move number based on the count of symbols N in the input array board. When the count N is the same as the total number of squares of the game board, it's the first player's turn ( X ) : if(empty == 361) dMove = 180; return dMove; When the count N is one less than total no. of game board squares, it's the second player's turn. That is, first move of the second player ( O ). At this point, the engine checks if there are any occupied fields at the edge of the game board. In other words, if the first player made a move at the edge. If that's the case, the engine will put its symbol in the center of the board (dMove = 180). Otherwise the engine will continue normally. It's detrimental to begin at the edge of the game board. Even more so in the corner of the board. If the first ( X ) player makes their second move (3rd in total) at the edge again, the second player ( O ) can still ignore these two moves. Beginning the game close to (one square away from) the edge can be a disadvantage as well. |
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