// Loop to do #1 above
while (p != singletonSimplePass){
if (numMoves < keepMax)
moves[numMoves] = p;
workingCopy.play(c,p);
c = c.enemyColor();
p = randomLegalMove(c, workingCopy, twister);
numMoves++;
}
Do you really stop the simulation after a single pass, ie. when
one side has no more move to play but the other does?
I believe that this would end many games before they are (really) over
and that might lead to false results in the simulations.
Christoph
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