| bio | website | |
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| age | ||
| visits | member for | 1 year, 3 months |
| seen | Feb 2 at 0:34 | |
| stats | profile views | 12 |
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Feb 24 |
awarded | Yearling |
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Sep 16 |
comment |
Negamax implementation doesn't appear to work with tic-tac-toe Assuming I understand your approach, what do you get if you print out all the negamax scores for each available move? Does (0,1) show the best score? Which move should the algorithm make first? What score does it get? Sharing your debug output would be useful. |
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Sep 16 |
comment |
Negamax implementation doesn't appear to work with tic-tac-toe What happens after your code reads the last '_' in a row? I would expect a carriage return/line feed test in there. Just by looking, I would expect it to mess up your board array. Not necessarily related to your question, but still possibly a problem. |
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Sep 16 |
comment |
Negamax implementation doesn't appear to work with tic-tac-toe Code comments would really help those who would like to help you without first learning the negamax algorithm and running your code locally. |
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Apr 13 |
comment |
Change Game Icon It looks like that's the way it's done. |
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Feb 27 |
awarded | Editor |
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Feb 27 |
revised |
Managing Shaders and Objects in DirectX 11 Added more detail, fixed a couple typos. |
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Feb 27 |
answered | Managing Shaders and Objects in DirectX 11 |
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Feb 27 |
awarded | Analytical |
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Feb 26 |
awarded | Supporter |
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Feb 26 |
answered | C++ and SDL resource management for 2D game |
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Feb 26 |
answered | SDL, SFML, OpenGL, or just move to Java |
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Feb 25 |
answered | 3D Procedural Planet Generation - Resource |
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Feb 24 |
awarded | Teacher |
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Feb 24 |
answered | Linking nodes algoritm for Visual Design |
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Feb 24 |
answered | Enabling multisampling in Irrlicht? |
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Feb 24 |
suggested | suggested edit on Enabling multisampling in Irrlicht? |