Add cpu auto to checkmate trials.
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56eecdf6f5
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@ -11,6 +11,7 @@ class GameConfig {
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this.rules = {
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this.rules = {
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reverse:0,
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reverse:0,
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turn:true,
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turn:true,
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cpu:false,
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};
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};
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//this.actions = [ ];
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//this.actions = [ ];
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@ -337,7 +337,8 @@ const GAME_CONFIGS = {
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.add_piece(0, 1, false, new MATH.Vec2(4, 4))
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.add_piece(0, 1, false, new MATH.Vec2(4, 4))
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.add_piece(2, 1, false, new MATH.Vec2(5, 6))
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.add_piece(2, 1, false, new MATH.Vec2(5, 6))
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),
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)
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.set_rule("cpu", true),
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Guide_Check2: new GameConfig()
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Guide_Check2: new GameConfig()
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pool(new Uint8Array([1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]))
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.set_pool(new Uint8Array([1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]))
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@ -349,7 +350,8 @@ const GAME_CONFIGS = {
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.add_piece(1, 1, false, new MATH.Vec2(4, 4))
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.add_piece(1, 1, false, new MATH.Vec2(4, 4))
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.add_piece(6, 1, true, new MATH.Vec2(7, 3))
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.add_piece(6, 1, true, new MATH.Vec2(7, 3))
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.add_piece(1, 1, true, new MATH.Vec2(2, 0))
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.add_piece(1, 1, true, new MATH.Vec2(2, 0))
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),
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)
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.set_rule("cpu", true),
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Guide_Check3: new GameConfig()
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Guide_Check3: new GameConfig()
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pool(new Uint8Array([1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]))
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.set_pool(new Uint8Array([1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]))
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@ -361,7 +363,8 @@ const GAME_CONFIGS = {
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.add_piece(5, 1, false, new MATH.Vec2(1, 4))
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.add_piece(5, 1, false, new MATH.Vec2(1, 4))
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.add_piece(1, 1, false, new MATH.Vec2(5, 5))
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.add_piece(1, 1, false, new MATH.Vec2(5, 5))
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.add_piece(6, 1, true, new MATH.Vec2(4, 4))
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.add_piece(6, 1, true, new MATH.Vec2(4, 4))
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),
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)
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.set_rule("cpu", true),
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// Checkmate
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// Checkmate
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Guide_Checkmate: new GameConfig()
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Guide_Checkmate: new GameConfig()
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@ -388,7 +391,8 @@ const GAME_CONFIGS = {
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.add_piece(3, 0, true, new MATH.Vec2(2, 6))
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.add_piece(3, 0, true, new MATH.Vec2(2, 6))
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.add_piece(6, 0, true, new MATH.Vec2(1, 5))
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.add_piece(6, 0, true, new MATH.Vec2(1, 5))
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.add_piece(2, 0, true, new MATH.Vec2(7, 7))
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.add_piece(2, 0, true, new MATH.Vec2(7, 7))
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),
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)
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.set_rule("cpu", true),
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Guide_Trial2: new GameConfig()
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Guide_Trial2: new GameConfig()
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pieces(CONFIG_PIECES_STANDARD)
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@ -402,7 +406,8 @@ const GAME_CONFIGS = {
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.add_piece(2, 0, true, new MATH.Vec2(6, 7))
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.add_piece(2, 0, true, new MATH.Vec2(6, 7))
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.add_piece(6, 0, false, new MATH.Vec2(4, 4))
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.add_piece(6, 0, false, new MATH.Vec2(4, 4))
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.add_piece(5, 0, false, new MATH.Vec2(4, 2))
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.add_piece(5, 0, false, new MATH.Vec2(4, 2))
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),
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)
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.set_rule("cpu", true),
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Guide_Trial3: new GameConfig()
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Guide_Trial3: new GameConfig()
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.set_pieces(CONFIG_PIECES_STANDARD)
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.set_pieces(CONFIG_PIECES_STANDARD)
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@ -429,5 +434,6 @@ const GAME_CONFIGS = {
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.add_piece(2, 0, false, new MATH.Vec2(6, 5))
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.add_piece(2, 0, false, new MATH.Vec2(6, 5))
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.add_piece(0, 1, false, new MATH.Vec2(1, 4))
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.add_piece(0, 1, false, new MATH.Vec2(1, 4))
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.add_piece(2, 0, true, new MATH.Vec2(0, 3))
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.add_piece(2, 0, true, new MATH.Vec2(0, 3))
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),
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)
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.set_rule("cpu", true),
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};
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};
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@ -1405,7 +1405,7 @@ const INTERFACE = {
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board_state: [ ],
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board_state: [ ],
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history: [ ],
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history: [ ],
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history_begin: [ ],
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history_begin: [ ],
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auto: 0,
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auto: false,
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},
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},
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Ui: {
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Ui: {
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@ -1497,7 +1497,7 @@ const INTERFACE = {
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},
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},
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reset() {
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reset() {
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INTERFACE_DATA.Game.auto = 0;
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INTERFACE_DATA.Game.auto = (GAME_DATA.config.rules.cpu)? 2 : false;
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INTERFACE_DATA.Game.history = [ ];
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INTERFACE_DATA.Game.history = [ ];
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for(let i = 0; i < INTERFACE_DATA.Game.history_begin.length; ++i) {
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for(let i = 0; i < INTERFACE_DATA.Game.history_begin.length; ++i) {
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@ -1511,12 +1511,20 @@ const INTERFACE = {
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undo() {
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undo() {
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switch(INTERFACE_DATA.mode) {
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switch(INTERFACE_DATA.mode) {
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case INTERFACE.Mode.Local: {
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case INTERFACE.Mode.Local: {
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INTERFACE_DATA.Game.auto = 0;
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let back = 1;
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if(INTERFACE_DATA.Game.auto != 0 && INTERFACE_DATA.rotate != INTERFACE_DATA.Game.auto) {
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back = 2;
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}
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for(let i = 0; i < back; ++i) {
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if(INTERFACE_DATA.Game.history.length > 0) {
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if(INTERFACE_DATA.Game.history.length > 0) {
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INTERFACE_DATA.Replay.turn = INTERFACE_DATA.Game.history.length + 1;
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INTERFACE_DATA.Replay.turn = INTERFACE_DATA.Game.history.length + 1;
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INTERFACE_DATA.Game.history.pop();
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INTERFACE_DATA.Game.history.pop();
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INTERFACE.replay_jump(INTERFACE_DATA.Game.history.length, false);
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}
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}
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}
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INTERFACE.replay_jump(INTERFACE_DATA.Game.history.length, false);
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} break;
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} break;
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case INTERFACE.Mode.Player: {
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case INTERFACE.Mode.Player: {
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@ -1982,21 +1990,22 @@ const INTERFACE = {
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}
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}
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// Get move scores.
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// Get move scores.
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for(let i = 0; i < moves.length; ++i) {
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for(let mv = 0; mv < moves.length; ++mv) {
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let st = state.clone();
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let st = state.clone();
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st.process(moves[i].play);
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st.process(moves[mv].play);
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moves[i].score = state_score(st, player);
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moves[mv].score = state_score(st, player);
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}
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}
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// Select move.
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// Select move.
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if(moves.length > 0) {
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if(moves.length > 0) {
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moves.sort((a, b) => { return b.score - a.score });
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moves.sort((a, b) => { return b.score - a.score });
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if(depth == 0) {
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/*if(depth == 0) {
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// Get move scores for search player.
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// Get move scores for search player.
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for(let i = 0; i < moves.length; ++i) {
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for(let i = 0; i < moves.length; ++i) {
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let st = state.clone();
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let st = state.clone();
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st.process(moves[i].play);
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st.process(moves[i].play);
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console.log("B");
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moves[i].score = state_score(st, search_player);
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moves[i].score = state_score(st, search_player);
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}
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}
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} else {
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} else {
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@ -2009,7 +2018,7 @@ const INTERFACE = {
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moves[i].score = result.score;
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moves[i].score = result.score;
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}
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}
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}
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}
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}
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}*/
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// Select random from ties.
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// Select random from ties.
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let selection = 0;
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let selection = 0;
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