public ProgressiveDeepeningSequentialTest() { _search = ServiceLocator.CreateSerialGameTreeSearch(); _wrapper = ServiceLocator.CreateProgressiveDeepeningWrapper(_search); _rules = new CheckersRules(); _cts = new CancellationTokenSource(); }
public Brancher(CheckersRules rules, IEvaluator <BoardMinified, sbyte> evaluator, IStateTransitions <BoardMinified, GameNode, sbyte> stateTransitions) { _rules = rules; _evaluator = evaluator; _stateTransitions = stateTransitions; }
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 )); }
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 )); }
public CheckersRulesPrimitiveTest() { _emptyAvailableMoves = new[] { new Cell(), new Cell(), new Cell(), new Cell() }; _rules = new CheckersRules(); }
public DynamicTreeSplittingSearchTest() { _search = ServiceLocator.CreateDynamicTreeSplittingGameTreeSearch(); _rules = new CheckersRules(); _cts = new CancellationTokenSource(); }
public GameTreeSequentialSearchTest() { _search = ServiceLocator.CreateSerialGameTreeSearch(); _rules = new CheckersRules(); _cts = new CancellationTokenSource(); }
public StateTransitions(CheckersRules rules) { _rules = rules; }