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Rating Stats for

chessprogrammer

Rating
1503.78 (293,526th)
Reputation
586 (240,564th)
Page: 1
Title Δ
Include custom Linked List in custom Hash Table header files 0.00
Alpha-Beta Pruning: Sorting nodes 0.00
Plies in Connect 4 minimax 0.00
Python rounding variable when printing +3.95
What will be the terminal case of maxconnect4 game? 0.00
connect four - comparison of evaluation - c 0.00
When is it appropriate to use dynamic array as opposed to static ar... -3.34
Chess move validation in larger than 8x8 board? 0.00
c++, method to display content in hash table.Using double linked list 0.00
cin is not accepting input - waits infinitely for user to enter som... 0.00
Rejecting certain value from user integer input c++ -0.02
What's the point of "make move" and "undo move&q... 0.00
Confusion on MiniMax algorithm 0.00
Minimax in Javascript not working properly -0.07
MiniMax search recursion is not correct 0.00
How is minimax static tree built? 0.00
Improving Performance of this MiniMax with AlphaBeta Pruning 0.00
Better Heuristic function for a game (AI Minimax) +0.63
Optimizing minimax algorithm 0.00
Connect4 on Android, timing issue 0.00
Variable parameter function instantiating an array +0.10
Java - I have a 2D array. How can I add blocks of it together? +3.96
Convert Array of Bitset to vector<bool> 0.00
Store a word into a dynamically created array when first encountered 0.00
Too many decimal points in Java program +1.36
2DArray Structures algorithms +4.25
C++: How to convert 'const char*' to char 0.00
Pointer declaration in C -4.06
passing an parameter to an array of objects -2.99
how to make a bit value a string 0.00
Looking for somewhat general advice for game programming in Java 0.00
MiniMax TicTacToe doesn't work (c) 0.00
Determine best move in tic tac toe 0.00
LibGDX - Collision detection between Player and a Platform (or tile... 0.00
Run away variable 0.00
Tic Tac Toe and Minimax AI 0.00
Improving rudimentary AI of Angular based chess game 0.00
When should an evaluation function for the minimax algorithm return... 0.00