Moti ezra a écrit :
> Thanks Guys,
>
> I do have a better Heuristics function I use:
>
> But It is better on a few games only.
> So I guess it is still not so good there.
> Can you tell me what you think?
>
>
> Start game is mobility based.
> Mid game adds the corners.
> End game is only maximizer.
>
> Note that :
> ------------
> * The rounds includes also the depth of search (if I play the 4th move and
> search till depth 10 then --> Rounds = 14)
>
> * ParityRegions is only calculated when playing black
>
> * X & C Squers functions returns (OpponentSquares - MySquares)
One of the problem with this function is that it does not check if the
corner is occupied or not, which drastically changes the value of the X
& C adjacent squares.
[...]
> MidGame (Rounds 20 - 63):
> -------------------------
> 1 * Mobility
> 2 * XSquare
> 20 * CornerGain //Getting a disk on a corner
To me, the corner has more importance when the game starts and less and
less importance afterwards. A gross estimation of its importance, is
(Number of empty squares) * CornerGain.
> 2 * CSquareGain
> 4 * ParityRegions // Only when I play black!!!!!
ParityRegions are only important near the end of the game (the last 10
or 20 moves). I think parity is also important when playing white, as
this is white that should control it.
Maybe you can add a potential mobility function, for example by counting
empty squares adjacent to an opponent disc.
--
Richard
>> Stay informed about: A better then Maximaizer .