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From Minimax to Monte Carlo Tree Search: Progress Update
From Minimax to MCTS
Over the past few days, I’ve made some big strides in improving the AI for my game. What started as a basic minimax + heuristic approach quickly ran into limitations. The game is timing-sensitive and rewards long-term planning — not something minimax handles easily with shallow depth and static evaluations.
So, I switched gears and started working on a Monte Carlo Tree Search (MCTS) implementation — and I’m really happy with the progress.