Showing posts with label tron. Show all posts
Showing posts with label tron. Show all posts

Thursday, March 18, 2010

Round up of the Google AI Competition

Well the competition got a lot harder once the maps changed, the real top bots certainly rose to the top. Congratulations to the winners!

My reflections on the competition:
  • Nicely run and nice that it adapted to the demands of the players
  • Great to have the ability to watch the matches afterwards.
  • Some very talented AI guys out there - with a fair bit of time on their hands.

My bot:
  • Instead of doing a minimax on my move then the opponents move, it should have used the syncronous nature of movement to analyse the 9 (apart from the first move with all 4 directions available to both players) feasiable options.
  • I would have ideally trimmed the resultant decision tree in a logical manner, searching deep on both sideways options and that would often beat the opposition, by adventagously cutting the areas.
  • My initial implimentation of 'first to the most squares' was buggy, it would have been great to sort it out. so the bot didn't make such obvious bad moves.
  • Using a more optimized 'first to most squares' algorithm. I should have made a list of the coordinates to go over in the next run, meaning that only 1-20 squares were checked rather than all squares.
I lacked the time to impliment these options, but that's no excuse, just the way it was. I had great fun and I'll be looking for the next challenge from the University of Waterloo CS Club.

I'll throw my code up here for anyone that wants a slightly buggy (but very fixable) tron bot.

In fact I have a few versions - one in perticular was stable but didn't search very deep.