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Senior Member
HI, guys just check this out. the guys who did this are in fact GENIUS. If some of you ( from Edesign) hang arround it will be nice to have a small chat on the algorithm .
http://www.edesign.uk.com/flash/othello.html
EDESIGN my hat off.
Mad_sci
[Edited by Mad-Sci on 11-03-2000 at 08:01 PM]
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Hi Mad Sci,
Glad you liked it. What would you like to know about the Othello game?
JR
Author Flash 5 Cartoons & Games (Coriolis 2001)
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Senior Member
Ha didnt know thats you my friend boy o boy....
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One question: did you do it witn MiniMax ? Man my hear got less trying to implement this in Flash.
Mad_sci
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Shhh...don't tell anyone that I'm really EDesign
What is MiniMax?
JR
Author Flash 5 Cartoons & Games (Coriolis 2001)
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Senior Member
I dont know anyone one from Edesign...... MiniMax is algoritm for calculating the moves. Its basicaly a tree generating algorithm. With each move the computer tryes to evaluate the board in a such a way that it will increase its chanse to win ( MAX player ) and meanwhile to minimize your chances to win ( MIN player ) for each possible move it will generate all the resulting moves ( child nodes ). Now depends on the difficulty level it might look deep or not so deep.
see what I mean.
Mad_sci
I gave up on that one. I wont retire doing this. he eh h
ms
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Oh right - I know. You mean MiniMax the recursive algorithm used to search out all possible moves.........no, I didn't use that.
I wrote my own algorithm. The version on my website is actually an old version and I have a newer version, that I will release later (possibly in a checkers game).
Basically, in Othello you can rank a moved based upon 2 factors. (1) The number of pieces you capture (2) The positions you gain on the board. It's the 2nd part of this algorithm, which is most important because Othello has several keys squares that you want to capture (and a few that you want to avoid...).
My alogrithm basically ranks every available move using these 2 criteria and then chooses the highest ranking move. I do have another unpublished version, which does the same thing but will look ahead and calculate the best possible move that can be made by your opponent AFTER the current move. It's MUCH better and makes the game virtually unbeatable......
JR
Author Flash 5 Cartoons & Games (Coriolis 2001)
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Senior Member
But JR this is exactly the MiniMax I think in your first version you look just up to level one. In your updated ver. you go a bit deeper...Its got be hell lot of scripting. Is it done in Flash5..
Mad_sci
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It's done in good old Flash 4.
I think my scoring mechanism is different than the Minimax algorithm. The problem with MiniMax is the speed - in the midgame of Othello you probably have 9 or 10 moves left in the game and this amounts to approximately 1 billion possible moves - even with Alpha beta pruning you still need to calculate over 1 million possible moves.
My algorithm, analyses board position quick accurately and is aware of which board positions are good (and which ones are bad!) so it's able to decide a good move by looking at just the first level - no need to look several moves ahead.
<shameless plug> Anyone who wants to know more about games programming in Flash, should buy my new book! <end of shameless plug>
JR
Author Flash 5 Cartoons & Games (Coriolis 2001)
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Senior Member
And you did very good JR. My heat is still off. Ill get your book of cource if its available in USA. You know what I might buy one from ya with an autograph. Title ??? what it is add it to the shameless plug. BTW why dont you submit it to the arcade if you havent done it already.
Mad_sci
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Wow, way cool JR.
Thanks for asking me to join Mad-Sci, unfortunately I am pushing relay hared to get a alpha preview / testing version of my game engine ready for public viewing by the end of this month. So I wont have much time to post or chat complex AI algorithms. I wish I could maybe after I get this part of my engine dun, I will work on AI with you some ok?
If I have the time I will try to make some comments here.
Ooo… good book on AI to get and read: AI for GAMES and ANIMATION A Cognitive Modeling Approach, by: John David Funge
Have fun teaching the computer to storm the castle!
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Senior Member
JR this is hell impresive my friend. Price ?? and JR is it going to be F5 or Flash 4. I bet it will be flash 5. That is sooo coool. Are going to include a small chapter for AI . You know we can make a small selebration here at FlashKit....virtual drinks from FlashKit. ( freee ). he he he.
Mad_sci
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Very impressive JR, I would be interested in getting a copy of your book if you would autograph it as well?
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Yes, it's all about Flash 5. We'll be including full cartoons and game source code on the CD, including the complete source code for one of the best Flash games ever written in Flash. We'll be devoting an entire chapter to explaining all the code and techniques involved in this game and I'm sure that you'll find it VERY useful.
We do already have a section about some very simple AI, which I've used in a previous game. We may also have some room to include more AI features, but I'm not sure yet.
The price is $49.99 and it will be available world-wide.
JR
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