- Mar 21, 2016
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Charlie Ringer authored
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Charlie Ringer authored
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Charlie Ringer authored
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- Mar 20, 2016
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Charlie Ringer authored
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Charlie Ringer authored
The AI was previously very very very buggy and whilst it sometimes provided results that looked right under the hood not a lot was going right for it. This is now better. The AI plays a lot more intelligently (although it still struggles in places such as for some reason often avoiding capturing my peices and dropping peices weirdly).
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- Mar 18, 2016
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Charlie Ringer authored
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- Mar 17, 2016
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Charlie Ringer authored
Code need commenting and ensuring it has all of the nessesary destructors etc. but everything is in and working.
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Charlie Ringer authored
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Charlie Ringer authored
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- Mar 15, 2016
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Charlie Ringer authored
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Charlie Ringer authored
Now all classes inherit from a top level class and this top level class has static methods to handle this.
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Charlie Ringer authored
This allows the graphics to update whilst the AI is thinking.
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- Mar 14, 2016
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Charlie Ringer authored
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Charlie Ringer authored
Memory was leaking due to not being able to delete players in the lookahead destructor. Attempted deletion was causing a crash because of vector resizing calling the destructor then the destructor being called again when the object went out of scope. Using shared_ptrs fixed this.
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- Mar 13, 2016
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Charlie Ringer authored
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Charlie Ringer authored
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- Mar 11, 2016
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Charlie Ringer authored
Just about. The AI is not functioning. It take too long to make a decision currently although I intend to thread some of the tree work so hopefully that will speed it up. Additionally it is possible that the number of simulations/lookahead depth is too long. Still, it works.
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Charlie Ringer authored
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Charlie Ringer authored
AI code updated. Should now follow a MCTS Pattern (although currently the result is not used). I think it may be exploring the work result rather than the best however. Will need investigate. Also having an intermitant assert due to a nullptr in the player bank. No idea what is causing it.
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Charlie Ringer authored
Next job is to start implementing the MCTS part of thing or to have it so that the move found is actually the one used as currently nothing happens.
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- Mar 10, 2016
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Charlie Ringer authored
Code is very buggy and will crash on run However I am checking it in becuase I need to debug it so preserving it here first.
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- Mar 09, 2016
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Charlie Ringer authored
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