H. G. Muller wrote on Sun, Aug 19, 2018 10:04 PM UTC:
Just a fixed-depth tree search (iteratively deepened) where every move (rather than every turn) counts as a ply, and unfinished release chains are evaluated as a loss. As I really have no idea how this game should be played, there hardly is any evaluation. I just give a penalty for embracing pairs close to your own King, which is extra high when the enemy piece in the pair is actually aimed at your King.
So it basically moves randomly, except that it is pretty clever in detecting possible King captures, and immediately finishes you off when it sees one.
As it is not possible to give away material in this variant, this doesn't lead to completely crazy play.
Just a fixed-depth tree search (iteratively deepened) where every move (rather than every turn) counts as a ply, and unfinished release chains are evaluated as a loss. As I really have no idea how this game should be played, there hardly is any evaluation. I just give a penalty for embracing pairs close to your own King, which is extra high when the enemy piece in the pair is actually aimed at your King.
So it basically moves randomly, except that it is pretty clever in detecting possible King captures, and immediately finishes you off when it sees one.
As it is not possible to give away material in this variant, this doesn't lead to completely crazy play.