- Nov 30, 2003
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Hey everyone,
I'm working on a computer opponent for a simple turn-based game with perfect/complete information (e.g. chess, checkers, tic-tac-toe) and am implementing several different algorithms to solve the problem. I've already got a basic MiniMax solver, and a MiniMax w/ Alpha Beta pruning. I'd like to try the NegaScout algorithm (it seems to be the next in order of progression from least to most sophisticated), but can't find any decent information on the topic other than people regurgitating the same goofy "C" code here:
http://www.zib.de/reinefeld/Research/nsc.html
or
http://en.wikipedia.org/wiki/Negascout
Can anyone provide any links with more detailed discussion of the algorithm or more in-depth information? There is a ton of information on MiniMax and AlphaBeta pruning, but I can't find much on NegaScout. Should I simply forget it and try some other search algorithm instead?
I'm working on a computer opponent for a simple turn-based game with perfect/complete information (e.g. chess, checkers, tic-tac-toe) and am implementing several different algorithms to solve the problem. I've already got a basic MiniMax solver, and a MiniMax w/ Alpha Beta pruning. I'd like to try the NegaScout algorithm (it seems to be the next in order of progression from least to most sophisticated), but can't find any decent information on the topic other than people regurgitating the same goofy "C" code here:
http://www.zib.de/reinefeld/Research/nsc.html
or
http://en.wikipedia.org/wiki/Negascout
Can anyone provide any links with more detailed discussion of the algorithm or more in-depth information? There is a ton of information on MiniMax and AlphaBeta pruning, but I can't find much on NegaScout. Should I simply forget it and try some other search algorithm instead?
