On Sun, Dec 5, 2010 at 7:46 AM, Timo Myyrä <timo.my...@gmail.com> wrote:
> Thank you, this solved the issues I was having as far as I can tell.
>
> Now I can focus on getting rest of my chess engine working properly.

Chess? Then you've got a problem. I didn't see any pruning or even
depth bounding in your algorithm. And not only is searching the entire
move tree in chess generally impractical, but making matters worse,
there are some endgames that admit infinite sequences of moves (e.g.
both players doing nothing but fiddling with their kings, forever).
Sure, nobody would actually play those endgames -- they'd go on the
attack, or one of the various rules that result in declaring the game
drawn would kick in, but your algorithm will consider them anyway, and
consider them, and consider them, and consid#<StackOverflowError>

Looking on the bright side, though, it should now work for
Tic-Tac-Toe. Or any other game that is guaranteed to run out of valid
moves in finite time.

For chess, though, you're going to have to implement bounding the
depth of search and, if you want it to be really good, heuristic
pruning.

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