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Timeline for How to implement a recursive distance function for Hex game AI evaluation?

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Aug 3, 2025 at 23:19 history edited GymGOne CC BY-SA 4.0
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Jul 25, 2025 at 5:50 history edited GymGOne CC BY-SA 4.0
I tried another test case with the same function from the answer, but it leads to an error.
Jul 25, 2025 at 5:06 vote accept GymGOne
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Jul 9, 2025 at 12:01 vote accept GymGOne
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Jul 8, 2025 at 21:13 answer added trincot timeline score: 3
Jul 8, 2025 at 20:48 history reopened trincot
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Jul 7, 2025 at 8:34 comment added m.raynal I suggest you look at this page , it contains everything you can wish to work with hexagonal tiles in a plan.
Jul 6, 2025 at 23:13 history edited GymGOne CC BY-SA 4.0
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Jul 6, 2025 at 22:00 history closed ekhumoro
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Jul 6, 2025 at 18:55 history edited GymGOne CC BY-SA 4.0
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Jul 6, 2025 at 22:03
Jul 6, 2025 at 9:54 comment added trincot Not your question, but I would not use an evaluation function at all, but go for a Monte Carlo Search Tree. This game seems an ideal candidate for it.
Jul 6, 2025 at 2:29 comment added furas there is Python's module NetworkX for graphs and it has dijkstra_path(). See also shortest paths
Jul 6, 2025 at 1:24 comment added furas I don't know but maybe you could ask on SoftwareEngineering or Mathematics - to check if it really need different function to calculate distance.
Jul 6, 2025 at 1:20 comment added furas as for me it is normal graph (not "custom" graph) and it can use normal functions like BFS, DFS, or Dijkstra’s algorithm
Jul 5, 2025 at 21:07 history edited GymGOne CC BY-SA 4.0
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S Jul 5, 2025 at 20:47 review First questions
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S Jul 5, 2025 at 20:47 history asked GymGOne CC BY-SA 4.0 created from wizard
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