You can define an abstract interface, say, game_traits and have a specialized implementation of game_traits for each game:
template<typename Game>
class game_traits {
...
};
class Chess {
...
};
template<>
class game_traits<Chess> {
static bool endGame(Chess game);
...
};
template <typename Game, typename traits = game_traits<Game> >
int alphaBetaMax(Game game, int alpha, int beta, int depthleft) {
ended = traits::endGame(game);
...
}
See char_traits in the C ++ Standard Library for how it is used there.
Game, - , . , , , , , game.has_ended(), . .
btw, ; :
auto concept GameType<typename Game>
{
bool has_ended(Game&);
...
};
template<typename Game> requires GameType<Game>
int alphaBetaMax(Game game, int alpha, int beta, int depthleft) {
bool ended = game.has_ended();
...
}
, ++ 0x: (