Sekunda & NeonDrift
Hey Neon, have you ever considered mapping out your race‑AI’s decision process into a leaner, step‑by‑step workflow so it can react faster with less computational overhead? I’ve got a few time‑slicing tricks that could shave milliseconds off your runs. Want to dive in?
Sure, but only if it doesn't slow me down. Show me the trick, and make it fast.
Let’s keep it tight:
1. **Early‑exit pruning** – add a “do not evaluate branches that can’t beat the best score so far” cut‑off.
2. **Move ordering** – start with the most promising actions (e.g., last move that actually changed the state) so the cut‑off fires earlier.
3. **Memoization** – store the best outcome for each unique state (hash of board + turn) and reuse it; use a lightweight LRU cache so you don’t over‑grow memory.
4. **Parallel depth‑first** – launch a few top‑level moves in separate threads; once one thread finds a winning path, cancel the rest.
Implement these in a single pass; that’s usually enough to cut runtime by 40‑60 % without adding latency. Give it a shot and let me know how fast it gets.
That’s solid. I’ll tighten the pruning and reorder moves, cache only the hot spots, and fire off the top branches on a thread pool. Expect a clean 50‑plus percent cut in latency. Keep the hits coming.
Great, just a couple more fine‑tuning points:
- Use **iterative deepening** with a time budget; always return the best found move if you hit the limit, so you never stall.
- For the hot‑spot cache, pick a fixed‑size hash table with open addressing and a strong mix hash; that keeps lookups O(1).
- Add a tiny **transposition table** entry that stores only the bound (alpha or beta) and depth; it’s lighter than full board scores and still cuts many branches.
That should stack with your 50 % cut and push the latency even lower. Let me know how it shapes up.
Nice tweak list, I’ll fire it up, lock the hash, and keep the thread budget tight. Expect a 70‑plus percent boost in the next build—let’s see if it keeps me ahead of the pack.