1) This document describes the development of an artificial player for the Connect-(4|n) game using the mini-max algorithm.
2) The mini-max algorithm computes the best possible move for a given player and depth limit by evaluating all possible future game states.
3) An heuristic evaluation function is used to estimate the value of partial game states or future moves since the game is non-perfect. This heuristic considers the dimensions of the board separately and sums the player's pieces raised to a heuristic exponent.