01. Adversarial Tree Search & Alpha-Beta Pruning (C#)
Engineered a highly optimized look-ahead decision agent modeled on an adversarial tree structure, maximizing calculation efficiency through strict logic pruning.
Architected a recursive Alpha-Beta MiniMax Engine to predict optimal opponent response trajectories several turns in advance. Implemented mathematical branch cutoffs ($β \le \alpha$) to prune unoptimized game tree paths, stopping exponential calculation inflation. Developed smart forfeit handlers to smoothly route execution states when a player is forced to pass a turn.
Designed a phase-based adaptive heuristic utility calculator. The evaluation logic checks game progression metrics, shifting its scoring bias automatically from early positional matrix weighting to mid-game movement restrictions, and final-stage absolute piece count evaluations. Integrated real-time visual tracking endpoints to map decision vectors across external analytics software.