The awesome GPU
We explored some game playing algorithms in the this post and MCTS in particular in the last post. The first implementation of MCTS for
Annexation was not that hard. The way the game code is structured, the game-playing engine is very much separated from the UI or the game-loop itself. The search part of the algorithm simply used the existing
Game engine to do its
The awesome MCTS
We explored some game playing algorithms in the previous post and we'll continue with...
The awesome AI
As hinted in the previous post - the variations in
Annexation board types (and other things that make Annexation unique) requires the game-playing AI to be very general. There are several interesting algorithms and strategies I've programmed before settling on the current implementation.