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A serious Gomoku board game AI written in C++

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We run a serverless platform for open-source projects, called 'ainize', and these changes of code are for deploying this application on ainize platform. I and my colleague contact you soon...

And large breadth (even full) on shallow iterations

algorithm

Timing strategy for full-length games (e.g. 30s/move and 180s/game)

algorithm

To skip full evaluation on some moves.

algorithm

- [x] Zobrist Hashing - [ ] Hash table and matching strategy

algorithm