Tetris Attack AI - Java-Games

This is a discussion on Tetris Attack AI - Java-Games ; i'll let you know when i've got it up and running it still seems like an overwhelming number of "calculate heuristic score for a given board configuration" operations are going to be needed. then again, i won't know till i ...

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Tetris Attack AI

  1. Default Re: Tetris Attack AI

    i'll let you know when i've got it up and running

    it still seems like an overwhelming number of "calculate heuristic
    score for a given board configuration" operations are going to be
    needed. then again, i won't know till i try.
    anyway, thanks very much.
    raigan


  2. Default Re: Tetris Attack AI

    nathan@visi.com (Nathan Mates) wrote in
    news:41f15836$0$95816$a1866201@visi.com:

    > In article
    > <1106321284.065599.223240@z14g2000cwz.googlegroups.com>,
    > <swanofnever@gmail.com> wrote:
    >>the main thing is: at each iteration there are (at most) 60
    >>possible switches.

    With how many positions?

    > I don't think you fully read my first response to you. You
    > *really
    > need to look up MinMax trees*. I repeat that: go to
    > http://www.google.com/ and look that up. They're directly
    > related to this exact problem. I mean it.


    I hope you looked at "alpha beta".
    It's not useable for my current game bacause it has branching
    factor over 200, but it might work better for you.

  3. Default Re: Tetris Attack AI


    Nathan Mates wrote:
    > I don't think you fully read my first response to you. You *really
    > need to look up MinMax trees*. I repeat that: go to
    > http://www.google.com/ and look that up. They're directly related to
    > this exact problem. I mean it.
    >
    > Chess has far more possibilities, yet it's been done on computers
    > simpler than a SNES. Minmax makes it possible.


    Um...the difference between Chess and Tetris Attack being that chess
    moves are made alternately by opposing players and in Tetris Attack you
    make all the moves...?

    The whole concept of MinMax relies on opposition maximizing their
    advantage for every move.

    How do you apply that to Tetris Attack where you don't have opposing
    moves and the mini-max principle does not apply very clearly?


    If I understand Tetris Attack correctly it looks like you could get a
    pretty good AI by just grouping tokens equal to the token dropping
    around the impact area. Your target should be the 7 squares around the
    impact point. The 8th square is right above it and obviously it is
    empty.

    Now make a list of all the tokens equal to the one dropping. Calculate
    how many "swaps"/"moves" it would take to get each of them into the
    target 7 squares. Keep moving the tokens to the 7 sqaures until they
    hit a target square or an equal token until you have impact. Reapeat
    for new token.

    T
    PS: I might be confused about how Tetris Attack works, never played it.


  4. Default Re: Tetris Attack AI


    r@mail.com wrote:
    > nathan@visi.com (Nathan Mates) wrote in
    > news:41f15836$0$95816$a1866201@visi.com:
    > > In article
    > > <1106321284.065599.223240@z14g2000cwz.googlegroups.com>,
    > > <swanofnever@gmail.com> wrote:
    > >>the main thing is: at each iteration there are (at most) 60
    > >>possible switches.

    > With how many positions?
    > > I don't think you fully read my first response to you. You
    > > *really
    > > need to look up MinMax trees*. I repeat that: go to
    > > http://www.google.com/ and look that up. They're directly
    > > related to this exact problem. I mean it.

    > I hope you looked at "alpha beta".
    > It's not useable for my current game bacause it has branching
    > factor over 200, but it might work better for you.


    Thanks!

    waylon_w@users.cidermail.com


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