public BoundedVistedNodesCountStrategy(IPlayersState playersState, int maxVistedNOdesCount, MovesFactory movesFactory, Func<ISearchNodeVisitor<JumpNode>, ITreeSearch<JumpNode>> searchFactory) { _bruteForceSearch = new BruteForceMoveFindingStartegy(new StopOnVisitedNodesCount<JumpNode>(maxVistedNOdesCount), searchFactory, playersState, movesFactory); }
public BoundedDepthMoveFindingStrategy(IPlayersState playersState, int maxDepth, MovesFactory movesFactory, Func<ISearchNodeVisitor<JumpNode>, ITreeSearch<JumpNode>> searchFactory) { _bruteForceSearch = new BruteForceMoveFindingStartegy(new StopOnDepthNodeVisitor<JumpNode>(maxDepth), searchFactory, playersState, movesFactory); }
public BoundedDepthMoveFindingStrategy(IPlayersState playersState, int maxDepth, MovesFactory movesFactory, Func <ISearchNodeVisitor <JumpNode>, ITreeSearch <JumpNode> > searchFactory) { _bruteForceSearch = new BruteForceMoveFindingStartegy(new StopOnDepthNodeVisitor <JumpNode>(maxDepth), searchFactory, playersState, movesFactory); }
public BoundedVistedNodesCountStrategy(IPlayersState playersState, int maxVistedNOdesCount, MovesFactory movesFactory, Func <ISearchNodeVisitor <JumpNode>, ITreeSearch <JumpNode> > searchFactory) { _bruteForceSearch = new BruteForceMoveFindingStartegy(new StopOnVisitedNodesCount <JumpNode>(maxVistedNOdesCount), searchFactory, playersState, movesFactory); }