[update] Background information and Dutch translation with blunder mode section.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -112,7 +112,13 @@ This three-phase approach makes the AI both fast (instant reactions to obvious m
|
||||
|
||||
In demo mode, two AI players play against each other. To make the games interesting (rather than always ending in a draw), each player is randomly assigned a different search depth. One player might look 5 moves ahead while the other only looks 3 moves ahead. The stronger player can find winning setups that the weaker one misses, leading to exciting games with real winners. Who gets the advantage is randomized each game.
|
||||
|
||||
## 7. Responsive Controls
|
||||
## 7. Blunder Mode
|
||||
|
||||
Normally, the AI always plays the best move it can find. But that can be frustrating for younger or casual players who never get to win. **Blunder mode** gives the AI a configurable chance (for example 20%) to make a random move instead of running the deep minimax search. When a blunder happens, the AI simply drops a disc in a random open column. It still plays normally the rest of the time, so the game feels real - but every now and then the AI makes a silly mistake that a sharp player can punish.
|
||||
|
||||
Blunders never override an instant win or block. If the AI can win right now, or if the opponent is about to win, the AI always makes the correct move. Blunders only replace the deep search on turns where there is no immediate threat.
|
||||
|
||||
## 8. Responsive Controls
|
||||
|
||||
The ESP32-C3 is a single-core processor. When the AI is thinking, it could block all input for several seconds. Two techniques keep the game responsive:
|
||||
|
||||
|
||||
Reference in New Issue
Block a user