I am coding a board game. I have generated a game tree using alpha-beta pruning and have 2 options:
- Use iterative deepening to optimize the alpha-beta so that it keeps generating one more ply until time is over.
- By trial and error, I know the maximum depth reachable for every board configuration in the time limit without previously inspecting lower plies.
Which approach is better and will make the search reach a deeper depth? I know, for example, that at the beginning I can generate a tree of depth X consuming all the time available... Can iterative deepening add more depth?
Let me know if I can be more clear...