ZZT AI Programming@Testing Toolset
- asiekierka
- YAHOO: ALL YOUR GEOCITIES ARE BELONG TO US
- Posts: 223
- Joined: Sat Sep 10, 2005 10:06 am
ZZT AI Programming@Testing Toolset
Yes. ZZT AI.
You will be able to write AIs with my tool, yay.
You will be able to make 2 AIs play with each other, yay.
Methods:
(easiest to implement, 2 lines) 14 (or 16) commands, 120 commands/AI.
(easy to implement, 3 lines) 49 (or 64) commands, 60 commands/AI.
(WASTE OF SPACE, 6 lines) 49 (or 64) commands, 120 commands/AI.
(THE HARDEST, 3 lines) probably up to 196 (or even 256) commands, 60 commands/AI, making use of BOTH solids and floors.
Doh damn.
Tell me which ones to do, in which order.
EDIT: Also, i need a minigame. Make it 2-player and turn-based. I will implement a testing system for this minigame. And the language WILL BE built specially for this minigame.
You will be able to write AIs with my tool, yay.
You will be able to make 2 AIs play with each other, yay.
Methods:
(easiest to implement, 2 lines) 14 (or 16) commands, 120 commands/AI.
(easy to implement, 3 lines) 49 (or 64) commands, 60 commands/AI.
(WASTE OF SPACE, 6 lines) 49 (or 64) commands, 120 commands/AI.
(THE HARDEST, 3 lines) probably up to 196 (or even 256) commands, 60 commands/AI, making use of BOTH solids and floors.
Doh damn.
Tell me which ones to do, in which order.
EDIT: Also, i need a minigame. Make it 2-player and turn-based. I will implement a testing system for this minigame. And the language WILL BE built specially for this minigame.
- asiekierka
- YAHOO: ALL YOUR GEOCITIES ARE BELONG TO US
- Posts: 223
- Joined: Sat Sep 10, 2005 10:06 am
- asiekierka
- YAHOO: ALL YOUR GEOCITIES ARE BELONG TO US
- Posts: 223
- Joined: Sat Sep 10, 2005 10:06 am
No, of course not. I'll need like, ~5KB if using 59 commands per AI. Or ~10KB if using 60 commands per AI.
Spend max 10kb.
Use max 60x16 board space.
Use max 7 flags.
Make it 2-player and turn-based.
Don't make it now, rather do it when i'll implement the basic testing game. I could do a GEMini (Mission:Enigma) style minigame. But not now of course.
Spend max 10kb.
Use max 60x16 board space.
Use max 7 flags.
Make it 2-player and turn-based.
Don't make it now, rather do it when i'll implement the basic testing game. I could do a GEMini (Mission:Enigma) style minigame. But not now of course.
SUUUuuurrreee, you COULD do it, but NOT NOW. Yeah, right. Like I said, you're all talk.asiekierka wrote:I could do a GEMini (Mission:Enigma) style minigame. But not now of course.
I only kid, though, asiekierka. I really appreciate what you're doing here. I can't wait to see the outcome of all of it!
- asiekierka
- YAHOO: ALL YOUR GEOCITIES ARE BELONG TO US
- Posts: 223
- Joined: Sat Sep 10, 2005 10:06 am
- asiekierka
- YAHOO: ALL YOUR GEOCITIES ARE BELONG TO US
- Posts: 223
- Joined: Sat Sep 10, 2005 10:06 am
I just played Mission:Enigma over, and that GEMini minigame is a two player game, you against the computer. The computer opponent has no AI, it just makes random moves until either you win or it traps you. It's only difficult because it gets a headstart. So, if you still want to develop an AI, take out the handicap and make GEMini harder.
EDIT: you already suggested exactly that. Nevermind.
EDIT: you already suggested exactly that. Nevermind.
I'm nupanick.