I've got a game tree structure for my AI that I need to trim in order to gain some depth.
It is a single-player game of perfect information. A good analogy would be a single-player game of Magic the gathering with an oponnenet that plays no card but automaticaly deals you some damage per turn.
Since I don't have an opponent I don't need either minimax (I can do a pure MAX) or a/b pruning.
I got an evaluation function I can use on nodes if necessary. I'm trying to plan ahead and find good combo's of cards to play.
I dont want to hard-code these combos.
I'm finding hard to prune any branch at all since even a branch with bad-scoring node can potentially lead to a good combo that will completely change the game (you know, like : play 5 shitty cards and be almost dead but the 6th card will grant you a win).
Any idea on how to approach pruning in a game tree like that?