ItsDrike
fdc3405366
Depth limit alone often does a poor job at ensuring the simulation doesn't take too long, as the amount of branches may differ depending on the game and in some cases, the function can take way too long. This solution introduces another stop condition, based on the runtime of the evaluation, ensuring we don't block the game for too long. Note that the original depth limiting, while fairly effective is a hacky solution, instead, it may be a good idea to change the simulation logic from DFS to BFS based search. |
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img/playing_cards | ||
qml | ||
src | ||
.clang-format | ||
.gitignore | ||
build.sh | ||
CMakeLists.txt | ||
generate_qrc.sh | ||
LICENSE-THIRD-PARTY.txt | ||
LICENSE.txt |