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Picks moves randomly from available legal directions. Used as a baseline to compare other strategies.
Corner-locked expectimax with bitboards. Uses pre-computed lookup tables for O(1) move operations and searches the game tree to maximize expected value.
Deep Q-Network trained with reward shaping to encourage good behaviors (empty tiles, high tiles, corner positioning).
Convolutional Neural Network that learns spatial patterns on the 4×4 board.
Expectimax Rust: Uses bitboard representation (u64 with 4 bits per tile) and pre-computed lookup tables (65,536 entries) for instant move calculations. The gradient heuristic uses powers of 12 to strongly prefer snake-pattern tile arrangements.
Risk-Averse Search: At chance nodes, blends average and minimum:
(1-α)×avg + α×min where α=0.25, making moves more conservative.