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Test alpha-beta AI

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Original issue reported on code.google.com by [email protected] on 6 Mar 2010 at 11:12

AI: implement MVV/LVA

MVV/LVA = most valueable victim, least valuable attacking
this rule make more productive AB prunings

Original issue reported on code.google.com by [email protected] on 18 Mar 2010 at 9:59

Randomized AI

What steps will reproduce the problem?
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2.
3.

What is the expected output? What do you see instead?


Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 6 Mar 2010 at 11:12

Speed up model's methods

1. Review model's engine
2. May be return moves like iterator 
3. Should be not any find figures in list. List should be used just for
quick iterating on them
4. etc?

Original issue reported on code.google.com by [email protected] on 27 Mar 2010 at 9:45

AI

Mini-Max AI

Original issue reported on code.google.com by [email protected] on 6 Mar 2010 at 11:10

Add indication

1. Indicate selected figure
2. Indicate player, which turn is now

Original issue reported on code.google.com by [email protected] on 8 May 2010 at 9:38

Add end of board rule

When figure goes to the end of the board, it could changed to figure on 
players demand.


Original issue reported on code.google.com by [email protected] on 1 May 2010 at 1:02

Make portable application

Rewrite all platform dependent parts on QT:
1. threads
2. xml
3. ??? (switching on/off usage of ncurses in makefile)

Test under windows.


Original issue reported on code.google.com by [email protected] on 10 Apr 2010 at 12:30

Change responsibility of class Rules

1. Rules should be just storage of rules, loaded by RulesIO class
2. Storaging info:
   a) initial positions of figures
   b) move rules
   c) special rules
   d) ?check, mate, and stalemate conditions?

Original issue reported on code.google.com by [email protected] on 2 Mar 2010 at 6:53

Make Parallel Seacher AI threadsafe

Parallel Searcher AI calls 'moveReady' method from the thread, where it 
calculates best move.

This method should be called from GUI thread, but GUI thread should be able 
to know, if calculating threads are terminated.

Original issue reported on code.google.com by [email protected] on 8 May 2010 at 7:37

Create XML rules language

1. Define rules language (eat, move, slide or jump, iswin etc)
2. Try to write rules of at least 3 different chess games in your language.

3 rules files should be created.

Original issue reported on code.google.com by [email protected] on 20 Feb 2010 at 10:54

Parallel version of exhaustive search

To do:
part of tree in another thread

To think:
1. exchange of alpha-beta info between threads
2. if left subtree is done, when divide current right tree on two new sub trees

Original issue reported on code.google.com by [email protected] on 27 Mar 2010 at 11:17

Castling causes crash

It can be noticed when AI player thinks, and in deep it can crash if he 
counts castlemoves

Original issue reported on code.google.com by [email protected] on 22 May 2010 at 10:22

alpha-beta AI

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?


Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 6 Mar 2010 at 11:11

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