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This is probably out of scope, but I would like to see the following game formulation supported:
"Crazy Connect Four" is a variant of connect four.
- After each move, the current player rolls a six sided die.
- If the die comes up "6", then the player immediately takes another full turn, including die roll.
This MCTS implementation doesn't support randomized results of a move, as each move must map to exactly 1 outcome. Since the player doesn't control the outcome of the die, there is no way to model this without modifying the tree structure, because each choice of the player can lead to two possible child states.
Perhaps: Each node of the tree is instead a map<NodeHash, Node>. After calling do_move, take a hash of the state. If it doesn't exist, add it to the tree. Then navigate to the appropriate node.
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