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#include <stdio.h> | |
#include <ctype.h> | |
#include <string.h> | |
#define MAX_TOKEN_LENGTH 100 | |
enum TokenType | |
{ | |
TOKEN_INTEGER, | |
TOKEN_VARIABLE, |
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import os | |
# Get environment, or set to development by default | |
app_env = os.environ.get('APPLICATION_ENVIRONMENT') or 'development' | |
# Settings applied to all environments | |
SECRET_KEY = 'development key' | |
# Settings applied to specific environments | |
if app_env == 'production': |
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var calcBestMove = function(depth, game, playerColor, | |
alpha=Number.NEGATIVE_INFINITY, | |
beta=Number.POSITIVE_INFINITY, | |
isMaximizingPlayer=true) { | |
// Base case: evaluate board | |
if (depth === 0) { | |
value = evaluateBoard(game.board(), playerColor); | |
return [value, null] | |
} |
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var calcBestMoveNoAB = function(depth, game, playerColor, | |
isMaximizingPlayer=true) { | |
// Base case: evaluate board | |
if (depth === 0) { | |
value = evaluateBoard(game.board(), playerColor); | |
return [value, null] | |
} | |
// Recursive case: search possible moves | |
var bestMove = null; // best move not set yet |
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var calcBestMoveOne = function(playerColor) { | |
// List all possible moves | |
var possibleMoves = game.moves(); | |
// Sort moves randomly, so the same move isn't always picked on ties | |
possibleMoves.sort(function(a, b){return 0.5 - Math.random()}); | |
// exit if the game is over | |
if (game.game_over() === true || possibleMoves.length === 0) return; | |
// Search for move with highest value |
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var evaluateBoard = function(board, color) { | |
// Sets the value for each piece using standard piece value | |
var pieceValue = { | |
'p': 100, | |
'n': 350, | |
'b': 350, | |
'r': 525, | |
'q': 1000, | |
'k': 10000 | |
}; |