public ByteTreeSearchBenchmarks() { var comparator = new Comparator(); var brancher = new Brancher(); var evaluator = new Evaluator(); var stateTransitions = new StateTransitions(); _serial = new SerialAlfaBetaSearch <ByteNode, sbyte, sbyte>( evaluator, brancher, comparator, stateTransitions, sbyte.MaxValue, sbyte.MinValue); _serialTree = TreeGenerator.ReadTree(); _dynamic = new DynamicTreeSplitting <AlfaBetaByteNode, sbyte, sbyte>( evaluator, brancher, comparator, stateTransitions ); _dynamicTree = TreeGenerator.ReadAlfaBetaTree(); _cts = new CancellationTokenSource(); }
public DynamicTreeSearchTest() { var comparator = new Comparator(); var brancher = new Brancher(); var evaluator = new Evaluator(); var stateTransitions = new StateTransitions(); _search = new DynamicTreeSplitting <AlfaBetaByteNode, sbyte, sbyte>( evaluator, brancher, comparator, stateTransitions ); _cts = new CancellationTokenSource(); }
internal static ISearch <GameNode, sbyte, BoardMinified> CreateDynamicTreeSplittingGameTreeSearch() { var rules = new CheckersRules(); var comparator = new Comparator(); var evaluator = new Evaluator(); var stateTransitions = new StateTransitions(rules); var brancher = new Brancher(rules, evaluator, stateTransitions); return(new DynamicTreeSplitting <GameNode, sbyte, BoardMinified>( evaluator, brancher, comparator, stateTransitions )); }
public SearchWithoutBranchingTest() { var comparator = new Comparator(); var brancher = new Brancher(); var evaluator = new Evaluator(); var stateTransitions = new StateTransitions(); _search = new SerialAlfaBetaSearch <ByteNode, sbyte, sbyte>( evaluator, brancher, comparator, stateTransitions, sbyte.MaxValue, sbyte.MinValue ); _cts = new CancellationTokenSource(); }
internal static ISearch <GameNode, sbyte, BoardMinified> CreateSerialGameTreeSearch() { var rules = new CheckersRules(); var comparator = new Comparator(); var evaluator = new Evaluator(); var stateTransitions = new StateTransitions(rules); var brancher = new Brancher(rules, evaluator, stateTransitions); return(new SerialAlfaBetaSearch <GameNode, sbyte, BoardMinified>( evaluator, brancher, comparator, stateTransitions, sbyte.MaxValue, sbyte.MinValue )); }