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GAME AI / SEARCH

CHECKERS AI

Deeper search, with a useful answer at every completed depth.

JavaMinimaxIterative deepeningAlpha-beta pruning
CHECKERS AI original project illustration
Original board and search illustration · not a screenshot of the course engine.

01 / THE PROBLEM

Iterative search over a changing board.

A checkers player must compare sequences of captures and replies while keeping move choice useful as the search explores farther ahead.

02 / THE APPROACH

How the system fits together.

The Java project implements a minimax player with a configured search depth, alpha-beta bounds and a board-evaluation heuristic. Its move-selection method iterates through shallower depths before returning the deepest completed result.

01

Checkers board → legal move generation

02

Successive depth limits → iterative deepening

03

Alternating turns → minimax values

04

Alpha / beta bounds → branch pruning

05

Board position → custom heuristic

03 / ENGINEERING DECISIONS

Keep a valid choice as search deepens

Iterative deepening searches successive depth limits and returns the best move from the last completed iteration.

Bound the branching search

Alpha-beta pruning avoids evaluating continuations that cannot change the current minimax decision.

CURRENT SCOPE

Pinned academic source with a Java board and player implementation. Individual contribution boundaries and playing strength have not been independently measured; no runtime benchmark is claimed. PAU.OS does not copy the supplied course engine or game assets.

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