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Pages: 1 [2] 3 4 ... 171
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Developer / DevLogs / Re: Banshee Engine : For all your ANSI needs!
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on: May 13, 2013, 03:09:26 PM
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Oh, hi. It's been a little while. I swear this isn't dead. Life got busy and now I'm trying to find a job. Once my life schedule has more normality to it I'll no doubt get back to this, I just haven't had a chance to sit down and concentrate on any bigger projects lately. Sorry for the hiatus!
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Developer / Audio / Re: Show us some of your music!
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on: May 12, 2013, 09:31:21 AM
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Very relaxing and awesome, especially the background. I like it.  Also 4amjam kinda reminds me of the soundtrack to Brick. What do you use to make your music, by the way?
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Developer / Art / Re: REXPaint, an ASCII art editor
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on: May 11, 2013, 06:33:48 AM
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I may add layer blending and other features if there's any demand, but something tells me the TIGForums are ASCII'ed out by this point   No such thing.
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Developer / Art / Re: GIF's of games being worked on
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on: May 11, 2013, 06:31:13 AM
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Isn't you using basically a minmax tree?
That's pretty much what I did, yeah. And looking online led me to believe that I did, in fact, come up with a rather optimal way of doing things, I was just doing it very inefficiently. I've since improved it and I'm working on figuring out why it sometimes moves its pieces into danger for no apparent reason. Me against the AI again: 
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Developer / Art / Re: GIF's of games being worked on
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on: May 10, 2013, 06:27:55 PM
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Well, my processor is taking several minutes to process some of the moves and it's not even doing that well. I had my fun trying to come up with a good AI but I think I'll look up and implement some existing method now. Me, white, vs. AI, black: 
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Developer / Art / Re: GIF's of games being worked on
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on: May 10, 2013, 04:42:47 PM
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Have you try the monte carlo tree search?
I'm going something much more processor intensive; it analyzes every legal move available to it and then has the option of taking the best immediate best options and comparing how they might fare in the following turns before acting. Anyway, it's getting a little smarter.  edit: Shit that's some good stuff. 
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Developer / Art / Re: GIF's of games being worked on
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on: May 10, 2013, 12:48:36 PM
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 Made a few improvements, including fixing something that was screwing up detecting legal piece-taking moves. Not sure why black suddenly decides that the last shown move is checkmate and announces that it has no legal moves; king should be able to take the queen. edit: D'oh, forgot to make it so king could move diagonally in addition to horizontally/vertically. How about that, the AI actually finished a game. Okay, the most infuriating thing happening here is that changing the heap sort to order ascending instead of descending - thereby causing the AI to choose the worst possible move rather than the best - does not at all affect what moves are actually chosen.Black is playing the classic "pacing king" defensive technique. Ha, haha. Ha.
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26
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Developer / Technical / Re: The grumpy old programmer room
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on: May 10, 2013, 11:34:34 AM
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Writing a chess game because I never did before. Got all the rules set with the exceptions of castling and en passant, I'll worry about those later. Making an AI that operates on some interesting paradigm I came up with myself and want to see how it works. For some reason whenever the AI feeds the board object moves they get fucked up and I can't figure out where or how because everything seems to be functioning exactly fine up until the moment of "oops, nope, that's not the piece the AI told it to move." 
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