I agree, this is what I meant above by saying that a "mix" between the modes (non integer values for the difficulty level) would be nice. It would add randomness when approaching zero. The closer to zero, the more random the blocks are, the closer to 1, the more blocks are chosen so that they harm you.YellowAfterlife wrote: That said, block variety is a problem of both modes -1 and +1. Game will often drop the same block over and over because factors are not changing. Could have a bit of randomness to that.
HALtris - A.I. Tetris Offshoot
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Re: HALtris - A.I. Tetris Offshoot
trAInsported - Write AI to control your trains
Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
GridCars - Our jam entry for LD31
Germanunkol.de
Bandana (Dev blog) - Platformer featuring an awesome little ninja by Micha and me
GridCars - Our jam entry for LD31
Germanunkol.de
Re: HALtris - A.I. Tetris Offshoot
Great work and very good looking implementation. I used a different search algorithm in mine to go through the different potential positions on the board. It is very simple but it actually does take into account manoeuvring around pieces. What it can't handle is when you manoeuvre through a hole and then turn the piece.numandina wrote: I (and the AI) did not take into account maneuvering around blocks, which would really complicate the engine. Maybe I should take into account...
The algorithm is basically O(n).
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