Changes:
- Renamed Nameless-Tetris-Clone to TetriQuest.
- A working AI for TetriQuest. It can do on average 10000 lines per game. \o/ I think that’s a fairly impressive start.
Dev Notes:
Okay doing a working AI for Tetris was not as hard as I thought it would be. But doing one that is good involves sooo much more testing and debuging than I thought hehe.
You might be asking how I could create a fairly solid AI for Tetris. Surely I had to use some complexe neural network AI technique. Nope! I loop all possible moves (x position and rotation) and use this simple formula:
score for this move = (edge weigth * number of edge touching the map)
+ (cleared line weigth * number of cleared lines)
- (height weigth * positive delta of the height before and after the move)
- (shadowed holes weigth * number of shadowed holes)
The AI then use the move with the highest score.
Mojo:
You should have seen me the day I finally ironned out all the little bugs that was preventing my AI to play. I was throwing my arms in the air shouting “I did it!”, laughing and dancing, happy and proud. That feeling is well worth all those late debuging night ^_^
Challenge 200:
For this progress report : 13h
YTD : 80h00 / 200h
Todo:
- TetriQuest: Player vs Multiple AI.
- TetriQuest: Magics (i.e.: Tetrinet like special box).
- TetriQuest: AI react to magic attacks.
- J.I.M. : Do not allow an object to be push into another object.
- Fix gif transparency.
- Pixel perfect collision detection.
- Rework the split of a tileset image. I should copy the pixel of the big image in the tile, instead of each time copying the big image and cropping it.


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