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Very promising idea, I was thinking of trying out the same thing. Do you have any idea on how you plan to implement a transposition table? Given that everything is immutable in this language, it might be difficult.
The text was updated successfully, but these errors were encountered:
Very promising idea, I was thinking of trying out the same thing. Do you have any idea on how you plan to implement a transposition table? Given that everything is immutable in this language, it might be difficult.
It's something we're considering down the line, the hope is that after I/O is implemented we could start working with that, still trying to read up on chess programming sites and the syntax itself.
Now that I think of it, maybe it's possible to create a tree of game states (like normal with alpha beta pruning and minmaxxing and what not), you could declare a game type and then store all of the possible transpositions as an unique object up to a certain depth? That's the first solution in my mind though it is quite expensive and I'm not sure about the depth of the states we would be able to reach. Certainly something along those lines.
Very promising idea, I was thinking of trying out the same thing. Do you have any idea on how you plan to implement a transposition table? Given that everything is immutable in this language, it might be difficult.
The text was updated successfully, but these errors were encountered: