Expectimax search

Look a few moves ahead, take the best column on your own turns, and average over the discs the game might deal.

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Heuristic evaluation

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

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Q-learning and value learning

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

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N-tuple networks

Learn the value of a board from small cell patterns, each with its own lookup table, trained over millions of self-play moves.

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NNUE evaluators

A small neural network, cheap enough to run at every leaf of a search, that judges a board from its cells.

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Policy gradients

Train a network that picks columns directly, nudging it toward the choices that led to longer games.

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Evolutionary optimisation

Tune a player's weights by playing complete games, keeping the settings that scored best, and repeating.

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Monte Carlo tree search

Grow the look-ahead only where it seems promising, guided by quick simulated playouts.

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Rollouts and policy iteration

Judge a column by playing many moves forward with a fast policy, and let that overrule the search when the evidence is strong.

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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.

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Risk and survival objectives

Judge a move by its worst outcomes, or by how long the game keeps going, and see whether caution extends life.

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Afterstates

Score the board a move leaves behind, and build training data in which every column the player could have chosen was measured.

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Constructive planning

Plan a whole rise cycle toward a target board shape, so that later rises set off stacks prepared in advance.

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Determinized planning

Imagine several complete futures, plan each one as if it were certain, and average the plans.

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