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You could try spreading the cubes out so there's space between them. Make a giant 3D grid of the cubes that the player can rotate around, with further ones being smaller to give depth. Since they're all spread out and rotatable, you can see any two cubes at a time and still click the interior ones. Differentiating between unit classes seems like a different ...


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For such problem I'd rather go for a Montecarlo algorithm. For each possible move make N random plays and count the number of computer wins. Let the computer do the move with the higher number of wins. N should be sufficiently large. The larger that number, the strongest the computer will be Doing this way the computer will force the game into the ''path'' ...



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