I have an idea in the back of my mind that is an extreme version of this: Divide the board into 361 separate local searches, then use information from these to guide a global search. The local searches would be done on the full board, but would only search for strategies that will capture or defend individual intersections. I suspect that this first phase could potentially benefit from parallelization for a significant portion of the game. Eventually this parallelism will break down because there will only be a limited number of local battles, and the eventual status of points that are in the same chain will almost always be the same. Any practical program would need to deal with this gracefully, of course, rather than duplicate its effort many times. Also, I only have a vague idea of how to take advantage of the information gained from the local searches, when performing the global search.
Weston On 1/30/07, Dave Dyer <[EMAIL PROTECTED]> wrote:
The idea isn't more than lightly toasted (less than half baked), but the kernal is turn the full board search into set of searches on much smaller boards, using the overlapping strips as boundary conditions, then do some unifying final step to pick the move.
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