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| author | Simon Tatham <anakin@pobox.com> | 2015-01-15 20:21:05 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2015-01-15 20:36:19 +0000 |
| commit | cca302c01b7b331c280ec885d783d673a0c951c3 (patch) | |
| tree | 6eb7e7507a690da2eb06a6708f8bcb9ff401e273 /samegame.R | |
| parent | 202e7fecfdac09b791b204cde464f09f9165f55b (diff) | |
| download | puzzles-cca302c01b7b331c280ec885d783d673a0c951c3.zip puzzles-cca302c01b7b331c280ec885d783d673a0c951c3.tar.gz puzzles-cca302c01b7b331c280ec885d783d673a0c951c3.tar.bz2 puzzles-cca302c01b7b331c280ec885d783d673a0c951c3.tar.xz | |
Improve the Flood solver.
Previously it simply chose every move based on the static evaluation
function 'minimise the pair (longest shortest-path to any square,
number of squares at that distance)'. Now it looks three moves ahead
recursively, and I've also adjusted the evaluation function to tie-
break based on the number of squares brought to distance zero (i.e.
actually in control).
The result isn't an unconditional improvement on the old solver; in a
test run based on 'flood --generate 1000 12x12c6m0#12345' I found that
57 out of 1000 grids tested now had longer solutions. However, about
three quarters had shorter ones, and solutions are more than a move
shorter on average.
Diffstat (limited to 'samegame.R')
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