[stella] Tank AI

Subject: [stella] Tank AI
From: Zach Matley <matleyz@xxxxxxxxxxxxxxxxx>
Date: Wed, 28 May 2003 11:58:58 -0700 (PDT)
Hello Everyone,

Last time, I promised to explain how the tank navigates the obstacle. As I
stated before, the A* search is involved. However, with only about 16
bytes of RAM free, the idea of searching in real time was basically
hopeless. As a few of you have probably guessed, I do the searches at
compile time and store the results in lookup tables. I made a C++ program
to search through the maze for all the possible tank positions (with the
playfield divided into 108 sectors). More details are available at

Thanks to those who have given feedback so far. Now that I've finished my
final exams, I will have time to continue improving the AI. Don't worry.
Intelligent shooting is on the agenda.


ps. For those of you not familiar with A*, it is usually considered the
best algorithm for solving mazes, though it can be applied to other
problems as well. The basic idea is to keep track of the distance traveled
so far, as well as an estimate of the distance still left to cover.

Archives (includes files) at http://www.biglist.com/lists/stella/archives/
Unsub & more at http://www.biglist.com/lists/stella/

Current Thread