Progress Report 2007-07-01

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.

0 Response to “Progress Report 2007-07-01”


  • No Comments

Leave a Reply