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Messages - nitacku

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151
TI Z80 / MasterMind solver
« 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

152
Other Calculators / Implicit
« on: November 26, 2008, 03:35:20 am »

153
TI Z80 / Re: Othello with Artificial Intelligence
« on: November 07, 2008, 11:32:56 pm »
yes, basic is not as basic as basic seems :P

I've already created a basic AI (as seen on uti). It has the capability to move based on most points. It runs rather slow, which concerns me, since there's a ton more stuff to add. If anyone would like to help optimize or even come up with a faster solution, I will definitely use it in the AI.

I've attached what I have so far:

Reversi.8xp
This is the main program/engine. There is no code pertaining to the AI or point calculation.

Scan.8xp
This program requires the coordinates of a tile (store X coordinate to A variable, store Y coordinate to B variable) and checks to see if any points are available. If points are available, it will flip the discs and update the score.

AI.8xp
This program will calculate the optimal solution to the current board and output the solution coordinates in A & B to use with Scan.8xp

154
TI Z80 / Othello with Artificial Intelligence
« 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.

155
TI-BASIC / Re: Ti Basic on Computer
« on: October 04, 2008, 08:28:45 pm »
you'll also need the ti-program editor font if you want the program to work correctly.
You can find the font here: http://www.unitedti.org/index.php?showtopic=4722&st=0&p=73879&#entry73879

156
TI-BASIC / Re: BasicBuilder 2.0 Question
« on: September 28, 2008, 03:30:34 pm »
From my experience with BasicBuilder, the compression ratio is close to 2:1, meaning that it can pack 30,000 bytes into a 16,354 byte application. If you are packaging mostly pictures, the ratio will probably be greater, while packaging mostly programs will yield a lower ratio.

I must warn you though, packaging more than three programs into an app with BasicBuilder seems to dramatically decrease the speed of execution. A fix to this problem is to re-organize the main code so that the sub programs can be inserted into the main code. This task will be more difficult for less experienced programmers since their code is most likely less organized than an experienced programmer.

157
TI Z80 / The updated Multilevel Grayscale Kit
« 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

158
TI-BASIC / AI Tutorial
« 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-intelligence
As 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

159
Introduce Yourself! / huzza!
« 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 :P) So just let me know what you think about the tutorial stuff.

- nitacku.

160
Other Calculators / Re: The most awesome TI-83+ flash app in history
« on: August 31, 2008, 06:48:14 am »
Over 1mb... More like over 3mb!
Yeah, so I downloaded this and was getting ready to send it to my calc to test this great game out when I remembered that there was a video of it in action. (I was installing something so I couldn't watch the video at the time I had downloaded it) At first I was amazed that someone had created such a huge game, then I thought I had better check that video. It's a good thing that I checked the video before I attempted to get that thing onto my calc. (if it's even possible)

161
TI Z80 / Re: The last version
« on: August 30, 2008, 11:35:16 am »
Ah, you lost it! :P
Alright, here is the latest version as promised.
http://www.mediafire.com/?wkoujqmnzv9
(dj, you can upload this file to your server if you like)

btw, I don't have a readme file created for this editor, but with a bit of experimentation, you should be able to figure everything out. iirc, the only buttons used are f1-f5, 2nd, Alpha, Mode, and Enter (arrows too). If anyone has a question just post a reply or send an email or message to me. I'm also planning on writing a tutorial explaining in detail how to create 4 level grayscale and scrolling backgrounds (not both at the same time! although i can show how to do 3 level grayscale and scrolling backgrounds together). I'll probably throw in a few xlib tricks as well.

nitacku.

(is there no way to attach files?)

162
Music Showcase / grooving to the melody remix :D
« on: February 28, 2008, 11:14:00 pm »
I loved DJ's Grooving to the Melody soo much that I had to remix it.

Here's the link: Grooving to the Melody Remix

Edit: First mix created with my new Sennheiser headphones :P

163
Music Showcase / New tune!
« on: February 28, 2008, 07:04:00 pm »
I have to agree, this is one of your best ever!

Nice work DJ   :D

164
TI Z80 / Flickerless 4 Level GrayScale
« on: February 01, 2008, 11:06:00 pm »
The program has been updated.
Check the first post for download.

The new version fixes a little bug that occurred in the last 4 columns of pixels.
Also, Swap and Delete functions were added to make editing pictures easier.

165
TI Z80 / Flickerless 4 Level GrayScale
« on: January 30, 2008, 07:59:00 pm »
Nice!
I'm glad to see that someone is using my utility :D

If you would like, I can even program a sprite editor to make the process easier.
It probably wouldn't have real-time grayscale editing, but it would feature the automatic grayscale conversion so that you can preview the sprites whenever you want.

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