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Modified Chinese Checkers. Sabrina Wang, Ben Perlmutter , Melinda Lim. Why Trees are Bad. Trees are static. BFS – too many nodes/branches, not enough processing power DFS – The depth isn’t always known.
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Modified Chinese Checkers Sabrina Wang, Ben Perlmutter, Melinda Lim
Why Trees are Bad • Trees are static. • BFS – too many nodes/branches, not enough processing power • DFS – The depth isn’t always known. • Backtracking – Intermediate steps depend on opposition moves, too many nodes/branches to explore • Iterative Deepening – depends on the oppositions moves which are variable and can’t be predicted
Generic Best First Search • A* is a great option. • Challenge: finding an accurate g(n)/h(n) heuristic. • g(n) = combination of: y distance to reach node n and number of pieces in path • h(n) = combination of: y distance to reach the end from node n and number of pieces in path (based on expected value)
Improvements to A* • IDA* will help us reduce the number of h(n) values to be calculated. • What is the cut off? • Should it be different at different points of the game? • SMA* - do we need to consider memory issues?
Other Considerations • Grey Marble • Is it just another piece? • Or does it have other implications? • Do we treat it as a “special” case in the algorithm? • Other heuristic improvements to g(n) h(n) • h(n) – determine where the grey ball may be placed • “Blocking” • How to act at different stages in the game.