Re: FW: [Flashcoders] sprouts data structure

2006-05-13 Thread Weldon MacDonald
Yes, and the idea isn't difficult, but can be computationally expensive. Generate a tree of possible moves and number them recursively, starting with 0 at the leaves of the tree (note the leaves are winning positions as there are no further moves). Then work back up the tree numbering each level

FW: [Flashcoders] sprouts data structure

2006-05-12 Thread André Goliath
FWIW if have written some AS2 classes some time ago that implement a graph by using adjacenty lists. If it would help you let me know -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Weldon MacDonald Sent: Thursday, May 11, 2006 2:49 PM To: Flashcoders

Re: FW: [Flashcoders] sprouts data structure

2006-05-12 Thread Weldon MacDonald
My first thought was an adjacency list with something to indicate forbidden edges (for a dot inside a cycle), so it might help. The problem isn't that simple though, as more and more moves are made whose in what cycle and can make waht move is a good deal less than clear. On 5/12/06, André

Re: FW: [Flashcoders] sprouts data structure

2006-05-12 Thread Bernard Poulin
(I am re-sending this message - somehow, I got a disk full error message from the flashcoders server) -- Not sure what you mean by: How do you tell when a dot has been encircled by a line? I do not understand why we need to keep track of cycles? What is the relation with your

Re: FW: [Flashcoders] sprouts data structure

2006-05-12 Thread Weldon MacDonald
The reqiurement is that the software be able to play the game, so I need a data structure to store the game position for analysis. The intersection check is moot until I can store the current state of the game, update it, and analyze the potential moves. If moves are made that create a cycle,

Re: FW: [Flashcoders] sprouts data structure

2006-05-12 Thread Bernard Poulin
oh my apologies, I really did not realize that you had to implement an actual player and thus do all the AI. Actually had no clue about what this game really looked like. I understand it a bit better now: The game plays with 2 players, lines are not straight, new dots can be placed anywhere on