This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Topics - nitacku
16
« on: February 12, 2009, 10:40:34 pm »
Ok, so this is my take on re-optimizing Bowling. I've scanned the entire code (all 1646 lines) and optimized the whole thing, especially the recognized bottlenecks. I've also tweaked the graphics a bit and introduced a new scrolling background method to create animated scrolling backgrounds. Yep, animated scrolling backgrounds. Now, I'm ready for grayscale I'm finished with the optimization part, so now all I need to do is re-code the physics simulator. I've been procrastinating on this part for a while now. It's the most complicated part of the entire game, and I just don't know where to begin. I have to integrate multiple variables into the simulator and have it return an acceptable result. The variables include: Spin vector (magnitude & direction), velocity (gloves and throw meter control this), entry angle (result of some calculus), Accuracy (shoes control this), mass (not actually used currently), direction, and initial position. Combining these with actual lane & pin dimensions has proven to be a difficult task. Here is a screenshot of everything so far: (I had to hurry since imageshack only allows files less than 1.53mb)
17
« on: February 12, 2009, 09:27:55 pm »
Well, I'm starting up an old project. As many of you may know, a project called Protocol was being developed by me and few others at UnitedTI. However, the project has been idle for more than a year now, so I'm going to pick up where it left off. Actually, I'm planning on creating a puzzle game rather than a full blown rpg. The idea here is user generated puzzles. The game will be an rpg in the sense that you control a character around a dungeon/puzzle, but the game will purposely never have an intricate story line or battling elements typically found in an rpg. The main gameplay will essentially be multiple levels/dungeons from which you must escape. I will make creating and integrating puzzles with game very easy in hope that there will be many puzzles for the user to choose from. Even if no one else contributes, I'll create puzzles of my own, as to make sure the game has at least some puzzles. Currently the game is in the planning stage only. I've got too many other project right now to finish up before i really get into this one, but those projects should be finished soon. Expect major development in the future. To raise some excitement, here is a animated screenshot of the title screen: hmmm, there is supposed to be contrast control too, but the screenshot doesn't reflect this...
18
« on: February 12, 2009, 08:34:11 pm »
Here's a little program I wrote that will automatically solve a 4 dimensioned MasterMind puzzle in 7 moves or less. It was created for a little contest a while ago, but seeing that it's just sitting on my hard drive, I might as well share it. It uses some fairly advanced concepts in the code. I wouldn't call it an AI, but it definitely uses similar methods. Speaking about AI, I'm finally getting around to finishing up my Reversii AI. I'm almost done with the update to Bowling, which will optimize some of the bottlenecks of the program. I'll have it up for download probably in a day or two. As for other projects of mine, I may have a *secret* project in the making, using some old engine code. I've got a bunch of sprites already, so we'll see where it goes... Anyway, I've attached the MasterMind solver to this post. p.s. 3/4/5 grayscale users: since my *secret* project will be using grayscale, expect some utilities to arrive as well -nitacku
19
« on: November 26, 2008, 03:35:20 am »
20
« on: November 07, 2008, 10:52:39 pm »
Othello with Artificial Intelligence (as seen on uti)
I have been wanting to create an AI for Othello for a very long time, so I am finally deciding to pursue this idea. AI is something that has always fascinated me. Out of all the topics in mathematics and computer science, I find that there are 3 topics that interest me most:
Chaos Theory Artificial Intelligence Cellular Automaton
Getting back on topic, I will be posting to this thread as I develop the AI. So far I have already completed the engine, so all that is left is the AI. Since creating an AI is rather difficult, at least in my opinion, I have organized a tentative schedule which I believe will allow the AI to be constructed most easily.
Rules constraining the AI's movement will be developed in the following order:
1] random location 2] location yielding maximum points 3] static location offense (corners and edges) 4] static location defense 5] increase AI mobility 6] decrease opponent mobility
After all of these have been implemented, the AI will no longer be basing moves on trivial information such as maximum points, but rather it will be forcing moves onto its opponent. The first 2 stages are for development purposes only, and only exist to help lay the foundation for the real AI.
Alright, so that is the current plan. Just thought I would let everyone know, since I will be requiring quite a few testers to verse the AI for me in addition to my own limited playing ability. My final thoughts as I wrap this post up are concerning depth search and self learning. It would be sort of an ultimate goal to include self learning into the AI, but seeing as this will be programmed in basic, the limitations will probably make this impossible to implement. As with the depth of search, I will probably be limited to 2 ply, since anything greater would make the AI latency unbearable.
21
« on: September 27, 2008, 03:00:40 am »
Alright, I'm back, this time with a even better grayscale editor supporting, 3 , 4, and 5 level grayscale! The editor lets you easily create the "definition layers" which it will use to generate the XOR sequence. Using this sequence of generated pics, non-destructive flickerless grayscale is created by simply XORing them in a loop. This time a readme is included. It is fairly well documented, however, I plan on adding even more information, particularly on the generation procedure. The package also contains two programs. One is the full editor and renderer, and one is a simple renderer useful when RAM is limited. If you have a chance, feel free to test it out and give me some feedback.
nitacku
If you are looking for the download its down below
22
« on: September 16, 2008, 06:35:25 pm »
Currently I am in the process of writing an AI tutorial. The page is available on TI|BD from here: http://tibasicdev.wikidot.com/artificial-intelligenceAs you can see, there is still quite a bit to be completed. If you have any suggestions or ideas please share them. I know there are ideas that I'm leaving out, but I can't think of them, that's where I can use your help. The objective is to create a detailed tutorial on AI, not just strictly for calcs, but for any programming language. Although this is going to be a universal tutorial, I am going to have to leave out advanced methods such as fuzzy logic and neural networks since I am not knowledgeable enough in those methods to write about them. However, if you feel that you can write about such advanced topics I encourage you to participate in the tutorial and share your knowledge. Thank you all. -nitacku
23
« on: September 04, 2008, 10:42:17 pm »
yep, i'm here too. eh... maybe that's not a good thing. I figured I should start posting otherwise dj is going to become the #1 poster again! If you haven't seen them yet, I've uploaded a few of my games to the downloads. btw, I have to thank whoever uploaded the awesome animated screenshots. (dj?) I tweaked the descriptions a bit so that the screenshots now link to the download. (since it's easy to miss the .zip file displayed at the top of the page) I haven't really given it much thought, but I plan on writing a tutorial explaining in depth the method of creating 4 level grayscale with xLIB. I'll also throw in scrolling backgrounds and a few other tricks that I think of. Now that I'm thinking about it, would anyone like to have a tutorial introducing how to create a basic AI? I'm not claiming to be an expert on the topic, but I do have a fair bit of experience with programming AI. It would be a challenge, more so than the xLIB tutorial, but I would enjoy attempting to put together a tutorial on AI. I guess at this point I'm only trying to bring new ideas to the table. Instead of writing a tutorial on a topic already covered, I'd rather set foot on uncharted territory. Alright, classes have finally resumed for me, as it has for many of you as well. This will be my 2nd (and hopefully last) year at a community college. (cheap but very well known and accepted by almost all universities). After winter semester has ended, I hope (dang, that word is beginning to sound ominous) to transfer to university of michigan for a degree in electrical engineering and possibly a dual with mechanical engineering. Since everyone is starting school again, I'm sure you'll all familiar with the standard "share something interesting about yourself" or "what did you do over summer vacation" presentation that's universally expected of all new students regardless of how cliché it has become. Normally I would be completely unprepared for this routine occurrence, however, this year I decided to be one step ahead of the game and prepared something interesting in advance. Being a notorious procrastinator, I finally completed my experiment involving clothes hanger wire and a 9000 volt step up transformer the day before school began just for the sake of being able to announce to the class something completely new and unexpected. And I guess I'm posting this now to say that my plan worked. After the 9th or 10th person announced their unenthusiastic dedication to soccer (or sports in general), I was able to declare that my summer had indeed not been wasted since I was able to build a 9000 volt jacob's ladder. It may sound special and difficult at first, but I assure you it is the easiest and fastest "creation" that can be done with high voltage. Simply connecting the two terminals of the transformer each to separate clothes hanger wire (straightened and stuck vertical on a board), an electric arc is formed between the two wires, first starting at the bottom of the wires and slowly rising until it breaks at the top with a crisp zap sound. Ok, I suppose I'll end it here now that I've written the second longest post on the board so far (dj, why'd you have to write such a long resurrection post ) So just let me know what you think about the tutorial stuff. - nitacku.
|