Heuristic evaluation

Score a board with a hand-written sum of visible traits, then play the column whose board scores highest.

Read the primer →

Q-learning and value learning

Learn from past games how much each column is worth, so the player can rank moves without searching ahead.

Read the primer →

Oracles, teachers and distillation

Let a planner that can see the future label positions, then train a player that cannot see the future to imitate it.

Read the primer →