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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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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