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Adapting the main evolution engine for game strategy evolution #412

@K1rubel

Description

@K1rubel

Adapting existing MeTTa-MOSE code in a way that supports evolution of tic-tac-toe playing game strategy. This involves tweaking the following parts; deme creation, represenation and knob building implementations.

Detailed Description

The existing implementations for boolean program generation will be adapted. Some procedures will be overload with existing ones and some might need a new implementation altogether. Here is an example change expected from the current implementation.
knob-bulding --- in the knob buiding phase we make sure that the knobs built will be of tic-tac-toe moves type like play-center, play-side, play-block, rather than feature names (A, B, C, ...) and trees having a PRIORTIZED-OR parent node rather than the usual AND, OR, NOT nodes.
A node (PRIORTIZED-OR) could have two or more children moves.

Context

Enable evolution of a strategy from atomic moves by virtue of move permutations, i.e., the evolution is supposed to find the best order of the moves that guarantees a maximal game result, win or at least draw against a specific opposition, minimax or other.

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