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Re: Problems with auto-roll and auto-play functions


From: MK
Subject: Re: Problems with auto-roll and auto-play functions
Date: Wed, 17 Jan 2024 10:34:02 -0700
User-agent: Mozilla Thunderbird

On 1/17/2024 2:52 AM, Ian Shaw wrote:

Hi Murat,

Hi Ian,

Thanks for trying to help with such detailed suggestions,
which I don't get too often. So, I appreciate it. I will
respond to your ideas and also explain what I want to do,
so that you or others may offer further/better ideas.

I would expect the auto-roll and auto-play functions
to only apply to the human player. The bot makes it's
own decisions on whether to roll or move.

I understand. Bot can still make its own cube and checker
decisions with or without auto-roll or auto-move. The code
should not waste additional logic to make an exception for
the bot. The flags should work the same for human and bot.
What's wrong with that? It will take five minute to take
out the addition "if" in the code. Very simple with huge
flexibility and benefits to experimenters.

If you have a script that makes moves, perhaps you could
approach it in another way. Set the player to human. Get
a hint. Parse the first hint and make that move.
In the CLI, “hint 1” shows the best move. But if you have
a script, perhaps can extract the output of hint.

Parsing the bot's cube and checker hints and then making
the human player execute these would take excessive and
unnecessary effort and even then it may not work if the
hints don't exactly match how the bot actually plays at
the same ply settings.

What are you trying to achieve?

Okay, let me explain. I want to experiment with alternative
double/take points, etc. using the CLI. Both players will
be the bot set at, let's say, 3-ply cube and 3-ply checker.

When Player-1 is on roll, the script simply will say "Play"
and the bot will make its cube and/or checker move as usual.

When Player-2 is on roll, if it doesn't have access to the
cube, the script simply will say "Play" and the bot will
make its checker move as usual.

If it has access to the cube or has to respond to a cube
action from Player-1, the script will get its winning
chances from the hint and make a cube decision based on
that to double, beaver, take or drop, according to a set
of custom cube points hard-coded within the script.

After that, again the script simply will say "Play" and
the Player-2 bot will make its checker move as usual.

Not only that this is much easier and cleaner since it
will only need to parse for one value from the hint, it
also makes sure that both sides will make checker moves
per the same player settings, without worrying if hints
based on analysis settings will exactly match those.

I hope I explained clearly. I will appreciate any further
suggestions and even an existing similar script that I
can modify instead of inventing the wheel from scratch.

MK



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