anchor.diff:      return list;
     }
   }
  +/*
  + * Smart AI, extending the Player
  + * Constructor identical to the normal Player
  + * For information about the AI-behaviour
  + */
   class Ai_smart extends Player {
     Ai_smart(id) : super(id, 0);
     List<Territory> turn() {
  
positive.code:     }
    }
  }
  /**
   * Territory-Class for managing connected tiles as territory
   */
  class Territory {
    String id; //individual ID per territory
    Player ownerRef;
    bool emperorDice = false;
    int x, y; //coordinates of root tile for Territory
    int dice;
    List<String> tiles;
    Map<String, Tile> neighbourTiles;
    Map<String, Territory> neighbours;
  
    Territory(this.x, this.y, this.id) {
      this.tiles = new List<String>();
      this.neighbourTiles = new Map<String, Tile>();
  
negative.code:   int y;
    List<String> neighbours;
  
    /*
     * Constructor for tile-object
     * 
     * int x - x-coordinate of the Tile
     * int y - y-coordinate of the Tile
     */
    Tile(this.x, this.y) {
      this.neighbours = new List<String>();
  