Thanks for your response Carl. You understood my question well.
... and luckily it is not that hard to identify the groups on the board.
If you know how to do it, it probably isn't that hard, but if you don't...
I must say I'm far from an expert at programming, I'm not a programmer by profession.
Still, I just had a look at the provided links. Now trying to translate that into working code.
Wish me luck, I'll need it...
Hi Lieven,
If you are not a professional programmer, then I can understand that this may be a bit tricky. It will be a good exercise for you in any case. Carl described it well, you need to be able to find clusters, their list of squares and their neighbouring clusters. Once this is done, most edicts can be written quickly.
What Carl means here is that AI is yet another level of complexity. It is a very open question as how you approach the problem. Some will give better results than others. The computing of edict scores on the other hand is pretty scripted. There are not many different ways to reach the goal, which is 100% accuracy. In the AI field, there is no such thing as 100% accuracy or perfect solution (unless the game is simple enough like Tictactoe or 4 in a row and even Reversi).
With the partial scoring of the edict, Carl gives a good example of what we did with most of our AIs here. Evaluating long-term potentials of moves is key to our AIs. We rely on these human-generated evaluations and never use any black box (Neural Network, Deep Learning, Monte-Carlo simulations) that would give a solution with little human intervention. We do it the (old) hard way, by building mathematical models of the games.