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AI and SGF extensions #171

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AI and SGF extensions #171

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bqv
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@bqv bqv commented Oct 8, 2023

Last major modification for now I think, managed to salvage this one too. The SGF part is still broken so drafted until I can fix that or separate it out, cause the code could be used if adapted to your Position.kt rewrite.

Added optional AI detail on hints

Screenshot_2023-10-08-17-04-15-39_f2fb18c6a956e3409ebe2cdd35a6ee36
Screenshot_2023-10-08-17-04-39-23_f2fb18c6a956e3409ebe2cdd35a6ee36

Two new settings options for AI fine-tuning (maxVisits is a log-scale)

Screenshot_2023-10-08-17-02-55-99_f2fb18c6a956e3409ebe2cdd35a6ee36
Screenshot_2023-10-08-17-03-05-38_f2fb18c6a956e3409ebe2cdd35a6ee36
Screenshot_2023-10-08-17-03-15-50_f2fb18c6a956e3409ebe2cdd35a6ee36

AI game supports playing games without the AI, or with AI on both sides, dynamically. This was obsoleted a bit when you added the facetoface screen. Will need to rethink, but unsure where to go with that

Screenshot_2023-10-08-17-04-24-03_f2fb18c6a956e3409ebe2cdd35a6ee36

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bqv commented Oct 9, 2023

I thought of a solution I like. Unify the facetoface and aigame views, by implementing the AI stuff as i have here, in facetoface, so it's using compose, but keep the two shortcuts. That way, its simple when it needs to be, but also you have the full flexibility to e.g. load an sgf and continue playthrough with katago

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