On Mon, Dec 6, 2010 at 5:18 AM, zmyrgel wrote:
> Then you didn't look close enough of my first message :)
> Granted, I omitted large parts of the code in it but it showed my
> evaluate function with pruning attached.
Er, I saw min calling max and max calling min, without either doing
anything to
Then you didn't look close enough of my first message :)
Granted, I omitted large parts of the code in it but it showed my
evaluate function with pruning attached.
Here's my evaluate function, with debugging code cleaned:
(defn- evaluate-with-minmax
"Evaluates given game state with minmax-algori
On Sun, Dec 5, 2010 at 7:46 AM, Timo Myyrä 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. An
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.
Timo
Jason Wolfe writes:
> You're looking for "apply".
>
> user2> (max 1 2 3)
> 3
> user2> (max [1 2 3])
> [1 2 3]
> user2> (apply max [1 2 3])
> 3
>
> -Jas
You're looking for "apply".
user2> (max 1 2 3)
3
user2> (max [1 2 3])
[1 2 3]
user2> (apply max [1 2 3])
3
-Jason
On Dec 4, 3:30 am, zmyrgel wrote:
> I'm trying to make a functional version of minmax algorithm as shown
> in John Hughes Why functional programming matters? work
> [http://www.scr
I'm trying to make a functional version of minmax algorithm as shown
in John Hughes Why functional programming matters? work [http://
www.scribd.com/doc/26902/whyfp].
I'm hitting problems when applying maximise function on my gametree.
For some reason the maximise call won't return the best value