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Shogi is well researched, so you should be able to find research papers detailing different methods of implementing pruning or reduction heuristics for Shogi. I can't offer specific advice since I've never implemented a Shogi engine, but I did implement one for Bughouse/Crazyhouse, which has similar rules (captured pieces can be dropped). My advice would be ...


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I've seen some people address this by having AI mark the path they plan to walk on as more expensive for other AI. This has the effect of some avoidance between agents but since it isn't time aware (the future path is more expensive always, not just when the agent will be there in the future) it can make some odd behavior if it is too strong of an effect. ...


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You have: void Chase () { Vector3 targetDirection = target.position - transform.position; transform.position += targetDirection * moveSpeed * Time.deltaTime; } One problem is that your targetDirection is not normalized but rather has magnitude equal to the distance between the objects. By multiplying this unnormalized vector to determine the ...


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I thought this was a good solution for a similar problem, from a question (and answer) by me here on SO. Abilities here are essentially AI if they are tickable. I have a runnable that just runs through all Actors and their abilities and tries to tick() them. interface for manipulating abilities: public interface ActorAbility { // doesn't work, but ...



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