PAU.OS/ 01
All projects

GAME AI / SEARCH

CONNECT4 AI

A move is a small decision inside a much larger tree.

JavaMinimaxAlpha-beta pruningHeuristics
CONNECT4 AI original project illustration
Original game-tree illustration · search visualization is explanatory, not a live benchmark.

01 / THE PROBLEM

Search the game tree. Choose the next column.

A Connect Four player needs to look beyond the immediate move, compare possible replies and score positions before the full game tree becomes too large to search.

02 / THE APPROACH

How the system fits together.

The pinned university project includes a Java player that searches to a configured depth with minimax and alpha-beta pruning. Its evaluation checks winning outcomes and scores horizontal, vertical and diagonal board patterns. The repository credits the player to Pau and a collaborator.

01

Current board → legal column choices

02

Candidate move → copied game state

03

Replies → depth-bounded minimax

04

Alpha / beta bounds → pruned branches

05

Position patterns → heuristic score

03 / ENGINEERING DECISIONS

Spend search effort where it matters

Alpha-beta bounds stop exploring branches that cannot improve the current choice, while depth limits keep the search bounded.

Evaluate positions before they are decided

A board heuristic scores promising runs in each direction; terminal wins and losses receive decisive values.

CURRENT SCOPE

Collaborative coursework rather than a deployed game product. The pinned source includes a supplied course game library; PAU.OS links to the repository but does not copy or redistribute its code or bundled materials. No runtime or strength benchmark is claimed.

NEXT PROJECT

CHECKERS AI

Explore next project