(I asked this on StackOverflow, which garnered no response, but maybe this site is a better choice.)
I have a question about game tree planning (I believe this is the correct domain). I am playing a game and want to find the correct sequence of actions at each turn that will maximize my gain at the end of the game. My problem is as follows:
There are $100$ turns, $t_1,\dots,t_{100}$.
At each turn, a sequence of actions must be taken by the player. (note the sequence $[A,B]$ may not produce the same results as $[B,A]$; in the former $A$ has been undertaken first, and in the latter $B$ has been chosen first.
During a turn, choosing one action may prohibit you from choosing other actions later in the same turn. These restrictions are reset when a new turn begins, e.g. sequence: choosing a $B$ may not allow an $A$ to be chosen in the same turn.
My goal is to find the set of actions at $t_1,\dots,t_{100}$ that maximize $f(t_{100})$ where $f(x)$ is a fitness function that is known.
EDIT -- I apologize for any previous vagueness. One real-life analogy is that of solving chess. Let each state (turn) be a description of what pieces are on the board and where. Therefore, we get a tree where the first state (turn) can take you to $10$ possible states (turns) depending on your initial move (move one of $8$ pawns, or either horse). This tree expands very quickly.
Now envision that on each turn instead of making only one move, you can make between 1 and 8 moves in sequence (obviously the order you make these moves alters the state, and thus moving your knight first might be worse for you than moving your pawn first).
So, my problem is performing well in a game of chess where you can make between $1$ and $8$ moves per turn.