User talk:Wade: Difference between revisions
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(3d pong updates!) |
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moves = State.GenerateMoves() |
moves = State.GenerateMoves() |
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return moves[random.randint(0, len(moves)-1)] |
return moves[random.randint(0, len(moves)-1)] |
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== 3d pong updates! == |
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Wade -- can you patch 3d pong to limit the extra-flash you get when losing a point after level 2, and to make it more hackable, with an in-game level editor? That would rock... would be great to have it polished by the weekend to consider for the next build. [[User:Sj|Sj]] [[User talk:Sj|<font color="fc9"><small>talk</small></font>]] 23:12, 19 June 2007 (EDT) |
Revision as of 03:12, 20 June 2007
Ideas for Laptop Software
- Lemonade Stand - Teaches economics. Cons: Text heavy.
- Math Practice - High speed practice of different mathematical formulas.
- Math Puzzle - Rearrange equations by applying transformations, to solve simple problems.
- Generic board game AI in Python
- BattleZone - 3D open environment multiplayer game. Note: Need to replace violence/war aspect.
- Better Calculator - 3 modes (simple, advanced, scientific). Simple graphs, fun interface
- Scanline flat shaded 3D software renderer for PyGame
- Flash card training software.
Python Board Game AI Module
Example Program
Media:Othello.zip -- Simple Othello (aka Reversi) game written in PyGame, that demonstrates the AI. Includes the game source, bitmaps, and the AI module. Requires PyGame to run.
Not a complete game at all, just exists for the purpose of AI testing.
Module Source
"""A basic two player, turn based, game agnostic artificial intelligence. Functions: GetMove -- Returns the best move, given a game state and player. GetRandomMove -- Returns a random valid move, given a game state and player. The AI module interfaces with the game through a State class that is passed to the various functions. This class represents the game from the perspective of the AI. It cares nothing about the actual game being played, as long as the State class implements the following set of standard functions. It can be used with anything from Checkers to Tic-Tac-Toe to Risk. State.GenerateMoves() Returns an array of Move objects, representing all possible moves from the current state. State.ApplyMove( Move ) Executes the contents of a Move object, modifying the game state and incrementing the turn count. The Move object passed in will be one of those returned by GenerateMoves. State.IsMyTurn( Player ) Returns True if it is currently Player's turn. State.Evaluate( Player ) Returns a heuristic number representing the score of the game state, from the perspective of Player. State.Copy() Returns a copy of the state. Be careful to actually copy objects, not just reference them. The apparent intelligence of the AI is highly dependent on three things: 1. The quality of the Evaluate function. The better the estimate of the game state is, the better job the AI will do with limited lookahead. 2. The order of moves returned by GenerateMoves. If better moves are sorted to be earlier, more of the tree will be pruned, and more nodes can be searched. This can take into account simple heuristics, like moves which capture a piece, or are towards a goal are returned first. 3. The performance of the callback functions. Time spent in GetMove is be dominated by the cost of calling State.GenerateMoves, State.Copy, and State.Evaluate. Faster callbacks means a higher depth can be searched in a reasonable amount of time. Technically, this module implements a MiniMax search with Alpha Beta pruning. This is a good, basic AI for simple games, though it will not produce a competetive chess game with reasonable search times. Possible extensions that would improve the AI include iterative deepening, and a state hash database. For real performance though, the AI will probably have to be implemented in C. """ import time import random # Values for very good and very bad states (+/- infinity for our purposes) VeryGood = 1000000 VeryBad = -1000000 def GetMove( State, Player, CutoffDepth ): """Returns the best (highest score) Move for Player given State. CutoffDepth moves in advance will be searched, this can be used to tune the amount of time taken in the search.""" def MiniMaxAlphaBeta(State, Alpha, Beta, Depth): if Depth == 0: return State.Evaluate( Player ) Moves = State.GenerateMoves() if len(Moves) == 0: return State.Evaluate( Player ) if State.IsMyTurn( Player ): for Move in Moves: Next = State.Copy() Next.ApplyMove( Move ) Alpha = max(Alpha, MiniMaxAlphaBeta(Next, Alpha, Beta, Depth-1)) if Beta <= Alpha: return Alpha return Alpha else: for Move in Moves: Next = State.Copy() Next.ApplyMove( Move ) Beta = min(Beta, MiniMaxAlphaBeta(Next, Alpha, Beta, Depth-1)) if Beta <= Alpha: return Beta return Beta BestScore = VeryBad BestMove = None Moves = State.GenerateMoves() for Move in Moves: Next = State.Copy() Next.ApplyMove( Move ) Score = MiniMaxAlphaBeta(Next, VeryBad, VeryGood, CutoffDepth) if Score > BestScore or (Score == BestScore and random.randint(0, 10) > 5): BestScore = Score BestMove = Move return BestMove def GetRandomMove( State, Player ): """Returns a completely random valid move. This can be useful for implementing the absolute lowest level AI possible.""" moves = State.GenerateMoves() return moves[random.randint(0, len(moves)-1)]
3d pong updates!
Wade -- can you patch 3d pong to limit the extra-flash you get when losing a point after level 2, and to make it more hackable, with an in-game level editor? That would rock... would be great to have it polished by the weekend to consider for the next build. Sj talk 23:12, 19 June 2007 (EDT)