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Inactive
Commits
: Listings
Analyzed
12 minutes
ago. based on code collected
about 3 hours
ago.
Apr 20, 2023 — Apr 20, 2024
Showing page 2 of 3
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O(1) radix priority queue dijkstra's implementation. MUCH FASTER.
Andy Sloane
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about 14 years ago
O(n log n) dijkstra's using std::set.
Andy Sloane
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about 14 years ago
reweighting a little bit
Andy Sloane
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about 14 years ago
adjusted heuristics based on analysis of 11691 top-100-player games
Andy Sloane
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about 14 years ago
some junk to examine existing games; trying to come up with better heuristics
Andy Sloane
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about 14 years ago
a bunch of cleanup as a result of some experimentation; nothing really new but evaluate is slightly faster
Andy Sloane
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about 14 years ago
iterative deepening max-area search for endgame
Andy Sloane
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about 14 years ago
more reweighting
Andy Sloane
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about 14 years ago
adjust heuristic weights: anti-draw was way too strong
Andy Sloane
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about 14 years ago
Anti-draw strategy added
Andy Sloane
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about 14 years ago
floodfill tiebreaker: count nodes+edges, not just edges
Andy Sloane
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about 14 years ago
do floodfill prediction on both sides; otherwise we run away in perfectly balanced games
Andy Sloane
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about 14 years ago
whoops: dijkstra needs to leave all inaccessible squares at INT_MAX
Andy Sloane
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about 14 years ago
fix bug in dijkstra where it would leave garbage behind
Andy Sloane
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about 14 years ago
fix bug in dijkstra's; potential articulation thing not such a good idea?
Andy Sloane
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about 14 years ago
the tiebreaker was a bit too strong.
Andy Sloane
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about 14 years ago
oops, verbose
Andy Sloane
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about 14 years ago
potential articulation points in our controlled territory are now a negative tiebreaker in the heuristic
Andy Sloane
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about 14 years ago
no don't. draw penalties are bad against good players.
Andy Sloane
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about 14 years ago
draw penalty -> -500 for now
Andy Sloane
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about 14 years ago
avoid potential articulation points in greedy floodfill
Andy Sloane
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about 14 years ago
the O(1) connected component update code was totally wrong.
Andy Sloane
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about 14 years ago
use an upper bound for our opponent's floodfill abilities while using an accurate estimate for our own
Andy Sloane
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about 14 years ago
new evaluation function. faster and smarter!
Andy Sloane
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about 14 years ago
connected component checking is now O(mn) for m components instead of O(n^2)
Andy Sloane
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about 14 years ago
- make killer heuristic work correctly across deepenings - spend 3 seconds searching for the first move
Andy Sloane
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about 14 years ago
killer heuristic buffer wasn't big enough. OOPS!
Andy Sloane
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about 14 years ago
switch setlinebuf to just using fflush?
Andy Sloane
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about 14 years ago
move "10% over time" warning into #ifdef VERBOSE
Andy Sloane
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about 14 years ago
bugfix: timeout leaves board in bad state (but since it's a timeout it probably doesn't matter?)
Andy Sloane
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about 14 years ago
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