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Various C# implementations of game AI

License: MIT License

C# 100.00%
artificial-intelligence monte-carlo monte-carlo-tree-search game-ai multithreading parallel-processing minimax minimax-algorithm monte-carlo-simulation

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gameai's Issues

Use best practices/features of current Unity-supported .NET and C# versions

This repo was developed with Unity in mind, but Unity has since deprecated its support for .NET 3.5 that this repo was originally designed for. The current stable Unity version 2020.1 supports .NET 4.6 and C# 7.3. The preview release 2020.2-alpha supports .NET 4.6 and C# 8.0, so this is in the pipeline. This repo should be updated to use C# 7.3 features and best practices, and 8.0 should be investigated if not also adhered to.

Example of using GameAI

I want to make a checkers game. Could you show a practical example of using GameAI to do this.

Remove dependency on SystemExtensions

SystemExtensions is another repo I developed to make C# stuff easier, but it shouldn't be a dependency for this project, this project should be standalone. The SystemExtensions.Random and SystemExtensions.Copying namespaces are in use, random to get a thread-local random instance and copying to make a deep copy. The deep copy interface can probably be replicated in this repo and required for IGame interfaces. The thread-local random instance can be created using the ThreadLocal class introduced in .NET 4.0.

Concurrent Move

How does the logic of the AI algorithms change if both players make their moves simultaneously? That would seem to eliminate the need for CurrentPlayer on the interface, for example.

Clean up README

The README file should be cleaned up a bit, with a more standard docs feel, and with at least one concrete example use-case, probably Tic-Tac-Toe.

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