If you've done game AI then you're the expert, not me. I threw it in as it seemed relevant.
I dunno. Granted evaluation is key but so is branching, surely, as that is what generates new positions, and their complexity in evaluation as there are more factors to consider.
How does one 'look at "the best" 10-15 [positions]' without culling all the others first, however cheaply? I thought evaluation really was just tree searching (hence branching factor is crucial) with various weights (obviously this is traditional chess evaluation, not fancy NN stuff). I honestly am clueless.
I dunno. Granted evaluation is key but so is branching, surely, as that is what generates new positions, and their complexity in evaluation as there are more factors to consider.
How does one 'look at "the best" 10-15 [positions]' without culling all the others first, however cheaply? I thought evaluation really was just tree searching (hence branching factor is crucial) with various weights (obviously this is traditional chess evaluation, not fancy NN stuff). I honestly am clueless.