I'm looking at building an AI for a game that may have two to four players. Doing a bit of research in the area, it looks like none of the standard minimax approaches work, unless you build a "paranoid" AI that assumes all players are out to get it, and can effectively be treated as one larger opponent that takes more turns.
Part of the problem with the game is that the board is very large and there are usually hundreds of moves available for any player on any given turn. In addition, certain moves may allow the player to move again. This makes any breadth-first search extremely expensive unless you prune aggressively.
For context, the game is roughly similar to checkers, but played on a board roughly 4x as big.
Are there any algorithms suited for this sort of game? Or is my best bet using heuristics without any sort of move tree searching?