Original Post
Howdy Everyone! So its been several months since I've posted last and my game has went through several evolutions. I'm writing a checkers varient thats using Minimax and killer move. It's playing to four plys deep and takes its turns in about 2-4 seconds which is acceptable, but I want to tighten up gameplay and speed up my engine to eight plys. The branching factor of my game is approximatly 20moves per ply. Previously, I added a transposition table with some degree of success. It would give me out-of-memory errors during heavy game play. Two 64bit long values uniquely describes min's and max's piece positions. My previous implementation used two Java Hashmaps to store and index the cache values. On retrospect this might be wastefull. I've read about zobrist hashing and I think that might be something to work on. Is there anything else I should be looking for? Thanks