src/players/MaxNPlayer.js
/** `quiescence(game, player, depth)` is a stability test for the given `game` state and the 
	given `player`. If the game is quiescent, this function must return evaluations. Else it must 
	return null. 
	
	Final game states are always quiescent, and their evaluations are the game's result for each 
	player. This default implementation also returns heuristic evaluations for every game state at 
	a deeper depth than the player's horizon, calculated via the `heuristics()` method. 
	*/


Final game states are always quiescent, and their evaluations are the game's result for each
player. This default implementation also returns heuristic evaluations for every game state at
a deeper depth than the player's horizon, calculated via the `heuristics()` method.
Final game states are always quiescent and their evaluations are the game ' s result for each player . This default implementation also returns heuristic evaluations for every game state at a deeper depth than the player ' s horizon calculated via the ` heuristics () ` method .
function quiescence(game, player, depth) {
		var results = game.result();
		if (results) {
			return results;
		} else if (depth >= this.horizon) {
			return this.heuristics(game);
		} else {
			return null;
		}
	}
function quiescence ( game , player , depth ) { var results = game . result ( ) ; if ( results ) { return results ; } else if ( depth >= this . horizon ) { return this . heuristics ( game ) ; } else { return null ; } }
`quiescence(game, player, depth)` is a stability test for the given `game` state and the
given `player`.
` quiescence ( game player depth ) ` is a stability test for the given ` game ` state and the given ` player ` .