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AI Challenge Forums • View topic - game scheduling flaky?

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game scheduling flaky?

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Re: game scheduling flaky?

Postby barxool » Thu Feb 11, 2010 12:50 am

kduleba's matches seem impossible with a minmax, at least not a minmax with a 9-play depth as mine :D
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Re: game scheduling flaky?

Postby stefan » Thu Feb 11, 2010 12:53 am

Minimax heavily depends on the evaluation function. Search depth is not all, there are many more things to consider ;)
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Re: game scheduling flaky?

Postby kduleba » Thu Feb 11, 2010 1:13 am

It does. But note that evaluation function is just a heuristic, one that you use if you can't go deep enough ;-)
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Re: game scheduling flaky?

Postby superjhemp » Thu Feb 11, 2010 9:01 am

As the temporal density of games per player decreases, wouldn't it be a great idea to dedicate these games to opponents that rank currently within the neighbourhood? Depending on the definition of neighbourhood, a strong bot would occasionally still play against a weaker one, but the standings would become representative of the bot's strength again. Allowing customized choice of the opponents would be just about the limit ;)
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Re: game scheduling flaky?

Postby praptak » Thu Feb 11, 2010 9:34 am

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Re: game scheduling flaky?

Postby ebrahim » Fri Feb 12, 2010 3:45 pm

I think your game scheduling algorithm is Least Served First Served. It is subject to starvation.
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Re: game scheduling flaky?

Postby matthewpurdon » Sat Feb 13, 2010 4:37 am

I use the pants on the ground algorithm! Very similar to best-first minimax, but you have to have your hat turned sideways.
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