In this algorithm, you need to search through a large tree or space,
consisting of all the possible combinations of piece orientations in
each box. That space can be searched beautifully using DFS, and alpha-
beta (NOT mini-max). Your "scoring" function, will just be scoring the
amount of free space that is wasted, with any configuration that has
to be checked.

The best thing about it, is that many configurations will NOT even
have to be looked at, because they will be "cut - off" by the Alpha-
Beta search, saving a great deal of time.

DFS and alpha beta are not just for 2 player games. Used together,
they are a very powerful search tool. Not that you would want to go
this far, but consider also every possible perfectly packed box, being
made into tables (like the End Game Table Bases that Chess programs
access on the fly, (made via retrograde analysis)). That would make a
VERY powerful tool to add to the DFS with A/B.

A search through a large space, where you don't know what logic may
ultimately find the best answer, thus demanding LOTS of search and
evaluation of proposed (moves/positions, whatever), is a good
candidate to consider DFS with A/B and a scoring function (of course).

That's why we use it in chess programs. Not because "it's for 2 player
games", because it kicks ass!



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