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. -- You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com Note that posts from new members are moderated - please be patient with your first post. To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en