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I added the following test to check if is_move_possible was functioning correctly and it fails this test. TEST_CASE( is_move_possible ) { static const int M = 3; static const int N = 4; char board[M][N+1] ...
  • dipps18
  • 1
  • Opened 
    on Dec 27, 2022
  • #12

Hi, We are a group of EE researchers, trying to implement a new variation of alphago zero. while looking for a fast implementation of mcts-go, we have encountered in your work. unfortunately, this project ...
  • Elad-Lavie
  • 1
  • Opened 
    on Nov 11, 2017
  • #8

This is probably out of scope, but I would like to see the following game formulation supported: Crazy Connect Four is a variant of connect four. - After each move, the current player rolls a six sided ...
  • Meerkov
  • 6
  • Opened 
    on Feb 16, 2016
  • #6

This came up in a previous bug, but I think I have to press this issue. This is subtle, but I think it s important. The final action chosen needs to be the action with the highest win rate, not the action ...
  • Meerkov
  • 11
  • Opened 
    on Feb 10, 2016
  • #4

To reproduce: Load Connect Four. In connect_four.cpp, reduce the number of iterations of player 1 to approximately 100. Change goal of game to be connect 2 by editing the scoring function (should be easily ...
  • Meerkov
  • 4
  • Opened 
    on Feb 9, 2016
  • #3

To reproduce: Load up connect four. Look at the first move percentages: Move: 0 ( 2% visits) (50% wins) Move: 1 ( 3% visits) (52% wins) Move: 2 ( 6% visits) (55% wins) Move: 3 (80% visits) (60% wins) ...
  • Meerkov
  • 3
  • Opened 
    on Feb 9, 2016
  • #2
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