I am implementing an AI for a mobile checkers game, and have used alpha-beta pruning with Minimax.
Now I have the problem of horizontal effect, and need to do Quiesence search to avoid that. Any advice on what makes a position volatile for a checkers game?
I want to consider the cases when player can take a piece, and also when any piece can be taken by opponent a volatile position, and continue searching for another depth. Anything else?