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 http://webpages.csus.edu/~sac59848/csc215. 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. Zach 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/
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