The document provides code for a Snake game written in Java. It includes requirements for hardware and software, source code for the Snake.java file, and a brief conclusion acknowledging guidance from a professor. The code implements a Snake game with menus for new game, exit, help, and creator details. It uses threads to continuously move the snake forward according to arrow key input and checks for collisions with walls or its body segments.
[Computer Shogi(Japanese Chess)] Mechajyo team's position paper for WCSC24 (2...Takeshi Kimura
- The Mecha Lady Shogi Team is introducing their shogi playing program Mechajyo, which is written in the Julia programming language.
- Mechajyo currently uses techniques from other shogi programs but has bugs and can only achieve a 13 kyu level.
- The team is rapidly developing a next generation version of Mechajyo that will incorporate more advanced techniques from the top shogi program Stockfish, but it may not be ready for an upcoming tournament.
The Ring programming language version 1.10 book - Part 71 of 212Mahmoud Samir Fayed
The Gold Magic 800 is a puzzle game developed in Ring, RingAllegro and RingOpenGL. The goal is to move a box around levels to collect gold and open doors by placing the box on them, solving puzzles to progress through 44 levels. Players must plan their route, move directly to targets, consider future moves, avoid and learn from mistakes, and respect the cost to open the first door. The game teaches entrepreneurial thinking and skills like planning, efficiency, foresight, and patience. Screenshots show the level selection screen and an example level with the box and gold to collect.
[EN] Ada Lovelace Day 2014 - Tampon runMaja Kraljič
The document discusses modifying and customizing the "Tampon Run" game. It provides hints and instructions for how to easily change various aspects of the game like skipping the intro, changing navigation keys, colors, sounds, and more. Code snippets demonstrate how to modify things like the initial number of tampons, tampon color, background color, and other game properties. The document encourages creating new animations, enemies, and interactive experiences that portray women in a positive light.
The document provides instructions for programming simple games using a Raspberry Pi and Python. It outlines coding a dice game and a Pass the Pigs game as examples. For the dice game, it defines a function to roll two dice with random numbers and output the total. For Pass the Pigs, it defines a function to roll two dice, output the result and assign points based on the numbers rolled, breaking if a Pig Out or Oinker is rolled. The document guides writing the code, testing it, and executing the Python scripts.
The document provides code for a Snake game written in Java. It includes requirements for hardware and software, source code for the Snake.java file, and a brief conclusion acknowledging guidance from a professor. The code implements a Snake game with menus for new game, exit, help, and creator details. It uses threads to continuously move the snake forward according to arrow key input and checks for collisions with walls or its body segments.
[Computer Shogi(Japanese Chess)] Mechajyo team's position paper for WCSC24 (2...Takeshi Kimura
- The Mecha Lady Shogi Team is introducing their shogi playing program Mechajyo, which is written in the Julia programming language.
- Mechajyo currently uses techniques from other shogi programs but has bugs and can only achieve a 13 kyu level.
- The team is rapidly developing a next generation version of Mechajyo that will incorporate more advanced techniques from the top shogi program Stockfish, but it may not be ready for an upcoming tournament.
The Ring programming language version 1.10 book - Part 71 of 212Mahmoud Samir Fayed
The Gold Magic 800 is a puzzle game developed in Ring, RingAllegro and RingOpenGL. The goal is to move a box around levels to collect gold and open doors by placing the box on them, solving puzzles to progress through 44 levels. Players must plan their route, move directly to targets, consider future moves, avoid and learn from mistakes, and respect the cost to open the first door. The game teaches entrepreneurial thinking and skills like planning, efficiency, foresight, and patience. Screenshots show the level selection screen and an example level with the box and gold to collect.
[EN] Ada Lovelace Day 2014 - Tampon runMaja Kraljič
The document discusses modifying and customizing the "Tampon Run" game. It provides hints and instructions for how to easily change various aspects of the game like skipping the intro, changing navigation keys, colors, sounds, and more. Code snippets demonstrate how to modify things like the initial number of tampons, tampon color, background color, and other game properties. The document encourages creating new animations, enemies, and interactive experiences that portray women in a positive light.
The document provides instructions for programming simple games using a Raspberry Pi and Python. It outlines coding a dice game and a Pass the Pigs game as examples. For the dice game, it defines a function to roll two dice with random numbers and output the total. For Pass the Pigs, it defines a function to roll two dice, output the result and assign points based on the numbers rolled, breaking if a Pig Out or Oinker is rolled. The document guides writing the code, testing it, and executing the Python scripts.
Need to make a ReversiOthello Board game in JAVAThe board size ca.pdfflashfashioncasualwe
Need to make a Reversi/Othello Board game in JAVA
The board size can be N x N (so 4x4 is default, and it could be larger like 5x5, 6x6 etc. NEEDS
TO BE ABLE TO WORK WITH ODD SIZE)
Player 1 is going to be you and your going to be the black tiles, and the AI is going to be the
white tiles. Black tiles will start the game, and then white will go after them, then back to black,
repeat. The players must put a disc of their color on an empty square, adjacent to their
opponent\'s disc. Any of the oppponents tiles in between the tile put down, and another of your
tiles will cause them to flip to your color. The winner is decided when the board is completely
filled or no viable moves are left, and whoever has the most pieces.
This program is meant to be simple design (no GUI or big interface designs), broken into
multiple classes (can be extension\'s off the class or abstract interface off each other), and the
user will be entering the coordinates of where to put the pieces (so just using scanner method)?.
The start of the game must always have 4 tiles put down in the center (so the center can change
depending on the size of the board), and the gameplay would look something like this
Again, coding done in JAVA is what I\'m looking for.
Scenario in which the game ends early.
JAVA code BW Success: Black move at C1, 0) BW Score: Black: 4, White: 1 Success: White
move at C2, 0D
Solution
package Reversi_Othello_GameReversiOthello;
import java.awt.*;
import java.applet.*;
public class Reversi_Othello_GameReversiOthello extends Applet implements Runnable {
Thread runner; // declare a thread for this GameReversiOthello
boolean black_shown = false; // flag to signal pause
boolean show_em = false;
final int BLACK = 1; // declare state of each square
final int WHITE = 2;
final int EMPTY = 0;
final int OFFBOARD = -1;
final static int GameReversiOthello[][] = new int[10][10]; //10x10 matrix of squares
protected int Count_Black = 0;
protected int Count_White = 0;
Event evt;
int x, y;
public void start() // create a thread and start it
{
if (runner == null) {
black_shown = false;
runner = new Thread(this);
runner.start();
}
}
public void stop() // stop the thread
{
if (runner != null) {
runner.stop();
runner = null;
black_shown = false;
}
}
public synchronized void run() // initialize screen
{
setBackground(Color.green);
for (int i = 0; i < 10; i++) // initialize off-board squares
{
GameReversiOthello[i][0] = OFFBOARD;
GameReversiOthello[i][9] = OFFBOARD;
GameReversiOthello[0][i] = OFFBOARD;
GameReversiOthello[9][i] = OFFBOARD;
}
for (int i = 1; i < 9; i++) // initialize GameReversiOthello board to be empty
{
for (int j = 1; j < 9; j++) {
GameReversiOthello[i][j] = EMPTY;
}
}
GameReversiOthello[4][4] = WHITE; // except for initial set up
GameReversiOthello[5][4] = BLACK;
GameReversiOthello[4][5] = BLACK;
GameReversiOthello[5][5] = WHITE;
while (runner != null) // signal thread to wait after painting
{ // black and before white responds
while (!black_shown) {
try {
w.
[Ultracode Munich #4] Demo on Animatron by Anton KotenkoBeMyApp
The document describes the Animatron Player API, which provides a JavaScript HTML5 engine for building animations and games. It allows defining animations and interactions through elements that can be shapes, images, text or sprites. Elements have properties for position, size, opacity and other visual attributes, as well as the ability to modify these properties over time through tweens, modifiers and painters. The API supports features like sprites, events, timing controls, and composition of elements.
The document describes the minimax algorithm and alpha-beta pruning for a Tic Tac Toe game. It explains that minimax finds the best possible move by assuming the opponent plays optimally to minimize utility. Alpha-beta pruning improves upon minimax by pruning branches that cannot influence the final decision. It then provides pseudocode for the minimax and alpha-beta algorithms. Finally, it shows code for implementing a Tic Tac Toe game that uses minimax with alpha-beta pruning to choose moves.
1. The document describes the steps to create a tic-tac-toe game using the minimax algorithm in Python. It includes defining classes for the game state and the tic-tac-toe game, and functions for evaluating the game state, determining valid moves and wins, and implementing the minimax algorithm.
2. The program allows two players to play tic-tac-toe against each other or against an AI opponent that uses minimax to select moves. It prints the game board and declares a winner or draw once the game is over.
3. The output shows a sample run of the tic-tac-toe game being played between a human and AI player.
This document introduces John Vlachoyiannis and discusses live programming of music using Clojure. It outlines how Clojure allows music to be treated as data that can be manipulated and transformed in real time. Examples are given showing how to define notes and samples as data, generate patterns, and manipulate those patterns by reversing, randomizing, or applying other transformations to the music structure. Live programming is enabled through use of the REPL and functions like play! that allow musical experiments to be conducted and heard immediately.
«Python на острие бритвы: PyPy project» Александр Кошкин, Positive Technologiesit-people
The document describes a talk on optimizing Python performance through just-in-time compilation. It discusses how the CPython interpreter works by evaluating bytecode through an evaluation loop. It then talks about how PyPy achieves faster performance through jit compilation of hot loops detected via tracing. The talk dives into the RPython language used to implement PyPy and shows an example of compiling a small Python program to C with RPython. It also discusses using partial evaluation to specialize an interpreter for constant inputs.
This document provides an introduction to using artificial intelligence for games. It discusses how AI can be used to create challenging opponents or helpful allies that act autonomously based on their programming. It notes that while human-level general intelligence is difficult to achieve, AI can perform well in narrow contexts like chess. For games, the AI must be intentionally flawed to ensure a fun challenge and cannot have obvious weaknesses. It must also be able to perform calculations and make decisions in real-time to interact with the game. The document then outlines some common AI techniques used in games, including MinMax search trees and finite state machines to control agent behavior. It provides pseudocode examples of the MinMax algorithm and discusses enhancements like Alpha-Beta pruning
This document provides an introduction to using artificial intelligence for games. It discusses how AI can be used to create challenging opponents or helpful allies that act autonomously based on their perceptions and the game rules. The key techniques covered include MinMax and alpha-beta pruning for decision making, finite state machines to define agent behavior, and evaluating game states. It also outlines some of the additional considerations for AI in games compared to other applications, such as ensuring agents are intentionally flawed to provide a fun challenge and can perform actions in real-time to match the pace of gameplay.
[SI] Ada Lovelace Day 2014 - Tampon RunMaja Kraljič
The document is about modifying and customizing the code for a JavaScript game called Tampon Run. It provides examples of simple changes that can be made, such as skipping the intro, changing the controls, starting number of tampons, number of tampons in the box, colors, avatars, animations, backgrounds, jumping height, window size, and sounds. It also explains where to find the relevant code sections to make these changes, such as the player variables, images, factories, and sound files. The goal is to help others learn how to easily tweak the game and make it their own.
This document provides an overview of reinforcement learning and AlphaZero. It discusses the math behind reinforcement learning concepts like policy iteration, policy improvement, and policy evaluation. It then explains how AlphaZero uses these concepts along with a deep neural network and self-play to master the game of Go without human data. Key algorithms discussed include Monte Carlo tree search and how AlphaZero implements them in code to learn directly from games played between copies of itself.
The document provides an introduction to using artificial intelligence for games. It discusses how AI can be used to create challenging opponents or helpful allies that act autonomously based on game rules and circumstances. The key techniques covered include MinMax for decision making, finite state machines to model agent behavior, and evaluating board positions in games like chess. It also notes important considerations for AI in games like responding in real-time, allowing players to defeat the AI in fun ways, and adjusting the difficulty through the "amount and type of AI."
Python is an interpreted, object-oriented programming language.
In this part, I have gone through some basics of python, game theory, and have created tic tac toe game
Objectives Create a Java program using programming fundamentals (fi.docxamit657720
Objectives: Create a Java program using programming fundamentals (file I/O, loops, conditional statements, arrays, functions)
Problem: In an effort to win a coding competition, you decided to create an awesome Obstacle Warrior game. The game is played on a 2-dimensional board similar to a Chess board, but the dimensions may be different. The minimum size of the board is 2x2. The board will have a Start square and an Exit square that are not stored on the board. Start and Exit squares cannot be the same. Other board squares may contain obstacles in the form of an integer that will define how the warrior position and score will be affected. The obstacle squares can have values from 0 to -10 only. The Start square is always a clear square. All clear squares are marked with # on the board. The Exit square may contain an obstacle that is not a zero. The size of the board, number of obstacles, and Start and Exit squares are all unknow to your code prior to running. This information is stored in a file that your code will read at the beginning of the game. The board.dat file must be read into a 2-D array.
A warrior must start at the Start square and find their way to the Exit square. The warrior can move on the board in any direction including diagonally, one square at a time. A warrior has a running score (integer) maintained from the start of the game until the warrior exits the board. If the warrior lands on an obstacle square with a value of zero, the warrior is sent back to the starting position and the obstacle square will become a normal square (obstacle removed). If the obstacle square has a negative number, that number will reduce the warrior's score by the value of the obstacle, and the obstacle square will become a clear square (obstacle removed). Each VALID move that the warrior makes without landing on an obstacle will earn the warrior one point. The moves for the warrior are randomly generated by your code in the form of a direction (0-UP, 1-DOWN, 2-LEFT, 3-RIGHT, 4-UPRIGHT, 5-DOWNRIGHT, 6-UPLEFT, 7-DOWNLEFT). If the warrior is at the boundary of the board and your code generates an invalid move, that move will be ignored. Your code will keep generating moves until the warrior exits at the Exit square. Once the warrior exits, your program will store the updated board information to a new file ResultBoard.dat as single-space separated data. The program will also display the total number of valid moves, the total time elapsed in milliseconds since the first move until the warrior exited the board, the final score of the warrior and the formatted board information (right aligned columns with total of 5 spaces).
Output Format:
Each column in the final board display must be of total width of 5 spaces
Data in each column must be right aligned
Enter the board data file path: C:\board.dat //Repeat prompt until valid file OR show error and exit.
Type "Start" to start the game or "Exit" to exit the game: exit //Your program must exit
E.
Following a game show format made popular by Joshua Bloch and Neal Gafter's Java Puzzlers this presentation intends to both entertain and inform. Snippets of Python code the whose behaviour is not entirely obvious are shown, the audience will then be asked to pick from a number of options what the behaviour of the program is. The correct and sometimes non-intuitive answer will then be given along with a brief explanation of the idea the puzzle exposes. Only a modest working knowledge of the Python language is required to understand the puzzles, but the puzzles may also entertain the more experienced Python programmer.
Swift is proposed as a next-generation platform for TensorFlow that could provide benefits over Python like improved performance, type safety, and enabling automatic differentiation at compile time. However, Python currently dominates the machine learning ecosystem. Swift and Python are intended to have a complementary relationship, with each suited to different use cases. Examples show comparable MNIST implementations in both Swift and Python for TensorFlow.
Introduces the core architecture of the Atari 2600 graphics chip (TIA), its 6502 CPU and showcases a "Hello, World!" application that can be executed on an emulator or on the real console. Includes reference links for those who want to learn more. Originally presented in Brazil at events such as Dev in Sampa and Campus Party.
The Ring programming language version 1.7 book - Part 53 of 196Mahmoud Samir Fayed
This document provides documentation on Ring's game engine and graphics libraries. It describes:
1) The gl_allegro and gl_libsdl libraries that provide a common interface to Allegro and SDL graphics libraries to allow switching between them.
2) The main classes in the game engine like Game, GameObject, Sprite, Text, Animate, Sound and Map that can be used to build games.
3) How to use the game engine classes through declarative programming to create games, including examples showing text, sound, animation and functions.
API Python Chess: Distribution of Chess Wins based on random movesYao Yao
Yao Yao
https://github.com/yaowser/python-chess
https://youtu.be/MayH8Yd3yqE
Distribution of chess wins: black and white expected values from random moves
Python chess library with move generation and validation, Polyglot opening book probing, PGN reading and writing, Gaviota tablebase probing, Syzygy tablebase probing, and UCI engine communication
JAVA- need help with my code! Need help updating the GUI part of my co.docxolsenlinnea427
JAVA: need help with my code!
Need help updating the GUI part of my code to reflect the moves being made by the user. I was able to set up the game succesfully, but it doesnt do anything when i press the arrow keys. It is supposed to work like the game 2048. For each arrow key, I need to check if the move can be made (board.canMove()), then perform the move (board.move(Direction)) and then add a random tile after (board.addRandomTile()). All the methods mentioned for board work fine.
This is what I have so far:
This is what it looks like when i run it:
@Override public void start (Stage primaryStage) // Process Arguments and Initialize the Game Board processArgs (getParameters).getRaw().toArray(new String])); // Create the pane that will hold all of the visual objects pane = new GridPane(); pane.setAlignment (Pos.CENTER); pane.setPadding(new Insets(11.5, 12.5, 13.5, 14.5); pane.setStyle(\"-fx-background-color: rgb (187, 173, 16)\"); // Set the spacing between the Tiles pane.setHgap (15); pane.setVgap (15); Add your Code for the GUI Here* Text gameTitle = new Text(0, 0, \"2048\"); gameTitle.setFont (Font.font (\"Times New Roman\", FontWeight.BOLD, FontPosture.ITALIC, 40)); gameTitle.setFill(COLOR_WALUE_DARK); pane.getChi ldren).add(gameTitle); Text score new Text(1, 4, \"Score: \" + board.getScore()); score.setFont (Font.font(\"Times New Roman\", FontWeight.BOLD, 30)); score.setFiLL(COLOR_VALUE_DARK); pane.add(score,3,); Scene scene = new Scene(pane); primaryStage. setTit le(\"Gui 2048\" ) ; primaryStage.setScene(scene); primaryStage.show(); int []] myBoard board.getGrid); for (int row 0; row board.GR ID-SIZE; row++){ for (int col = 0; col board.GRID-SIZE; col++){ myTileValue-myBoard [row] [col] if (myTi levalue = 0) { Rectangle myTile new Rectangle(); myTile.setWidth(100); myTile.setHeight (100); myTi le.setFill (COLOR EMPTY); pane.add(myTile, col, row-1); scene.setOnKeyPressed (new myKeyHandler));
Solution
instead of handle overrode keypressed
switch(e.getcode()){
case KeyEvent.VK_UP:
//your code
.
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
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Need to make a ReversiOthello Board game in JAVAThe board size ca.pdfflashfashioncasualwe
Need to make a Reversi/Othello Board game in JAVA
The board size can be N x N (so 4x4 is default, and it could be larger like 5x5, 6x6 etc. NEEDS
TO BE ABLE TO WORK WITH ODD SIZE)
Player 1 is going to be you and your going to be the black tiles, and the AI is going to be the
white tiles. Black tiles will start the game, and then white will go after them, then back to black,
repeat. The players must put a disc of their color on an empty square, adjacent to their
opponent\'s disc. Any of the oppponents tiles in between the tile put down, and another of your
tiles will cause them to flip to your color. The winner is decided when the board is completely
filled or no viable moves are left, and whoever has the most pieces.
This program is meant to be simple design (no GUI or big interface designs), broken into
multiple classes (can be extension\'s off the class or abstract interface off each other), and the
user will be entering the coordinates of where to put the pieces (so just using scanner method)?.
The start of the game must always have 4 tiles put down in the center (so the center can change
depending on the size of the board), and the gameplay would look something like this
Again, coding done in JAVA is what I\'m looking for.
Scenario in which the game ends early.
JAVA code BW Success: Black move at C1, 0) BW Score: Black: 4, White: 1 Success: White
move at C2, 0D
Solution
package Reversi_Othello_GameReversiOthello;
import java.awt.*;
import java.applet.*;
public class Reversi_Othello_GameReversiOthello extends Applet implements Runnable {
Thread runner; // declare a thread for this GameReversiOthello
boolean black_shown = false; // flag to signal pause
boolean show_em = false;
final int BLACK = 1; // declare state of each square
final int WHITE = 2;
final int EMPTY = 0;
final int OFFBOARD = -1;
final static int GameReversiOthello[][] = new int[10][10]; //10x10 matrix of squares
protected int Count_Black = 0;
protected int Count_White = 0;
Event evt;
int x, y;
public void start() // create a thread and start it
{
if (runner == null) {
black_shown = false;
runner = new Thread(this);
runner.start();
}
}
public void stop() // stop the thread
{
if (runner != null) {
runner.stop();
runner = null;
black_shown = false;
}
}
public synchronized void run() // initialize screen
{
setBackground(Color.green);
for (int i = 0; i < 10; i++) // initialize off-board squares
{
GameReversiOthello[i][0] = OFFBOARD;
GameReversiOthello[i][9] = OFFBOARD;
GameReversiOthello[0][i] = OFFBOARD;
GameReversiOthello[9][i] = OFFBOARD;
}
for (int i = 1; i < 9; i++) // initialize GameReversiOthello board to be empty
{
for (int j = 1; j < 9; j++) {
GameReversiOthello[i][j] = EMPTY;
}
}
GameReversiOthello[4][4] = WHITE; // except for initial set up
GameReversiOthello[5][4] = BLACK;
GameReversiOthello[4][5] = BLACK;
GameReversiOthello[5][5] = WHITE;
while (runner != null) // signal thread to wait after painting
{ // black and before white responds
while (!black_shown) {
try {
w.
[Ultracode Munich #4] Demo on Animatron by Anton KotenkoBeMyApp
The document describes the Animatron Player API, which provides a JavaScript HTML5 engine for building animations and games. It allows defining animations and interactions through elements that can be shapes, images, text or sprites. Elements have properties for position, size, opacity and other visual attributes, as well as the ability to modify these properties over time through tweens, modifiers and painters. The API supports features like sprites, events, timing controls, and composition of elements.
The document describes the minimax algorithm and alpha-beta pruning for a Tic Tac Toe game. It explains that minimax finds the best possible move by assuming the opponent plays optimally to minimize utility. Alpha-beta pruning improves upon minimax by pruning branches that cannot influence the final decision. It then provides pseudocode for the minimax and alpha-beta algorithms. Finally, it shows code for implementing a Tic Tac Toe game that uses minimax with alpha-beta pruning to choose moves.
1. The document describes the steps to create a tic-tac-toe game using the minimax algorithm in Python. It includes defining classes for the game state and the tic-tac-toe game, and functions for evaluating the game state, determining valid moves and wins, and implementing the minimax algorithm.
2. The program allows two players to play tic-tac-toe against each other or against an AI opponent that uses minimax to select moves. It prints the game board and declares a winner or draw once the game is over.
3. The output shows a sample run of the tic-tac-toe game being played between a human and AI player.
This document introduces John Vlachoyiannis and discusses live programming of music using Clojure. It outlines how Clojure allows music to be treated as data that can be manipulated and transformed in real time. Examples are given showing how to define notes and samples as data, generate patterns, and manipulate those patterns by reversing, randomizing, or applying other transformations to the music structure. Live programming is enabled through use of the REPL and functions like play! that allow musical experiments to be conducted and heard immediately.
«Python на острие бритвы: PyPy project» Александр Кошкин, Positive Technologiesit-people
The document describes a talk on optimizing Python performance through just-in-time compilation. It discusses how the CPython interpreter works by evaluating bytecode through an evaluation loop. It then talks about how PyPy achieves faster performance through jit compilation of hot loops detected via tracing. The talk dives into the RPython language used to implement PyPy and shows an example of compiling a small Python program to C with RPython. It also discusses using partial evaluation to specialize an interpreter for constant inputs.
This document provides an introduction to using artificial intelligence for games. It discusses how AI can be used to create challenging opponents or helpful allies that act autonomously based on their programming. It notes that while human-level general intelligence is difficult to achieve, AI can perform well in narrow contexts like chess. For games, the AI must be intentionally flawed to ensure a fun challenge and cannot have obvious weaknesses. It must also be able to perform calculations and make decisions in real-time to interact with the game. The document then outlines some common AI techniques used in games, including MinMax search trees and finite state machines to control agent behavior. It provides pseudocode examples of the MinMax algorithm and discusses enhancements like Alpha-Beta pruning
This document provides an introduction to using artificial intelligence for games. It discusses how AI can be used to create challenging opponents or helpful allies that act autonomously based on their perceptions and the game rules. The key techniques covered include MinMax and alpha-beta pruning for decision making, finite state machines to define agent behavior, and evaluating game states. It also outlines some of the additional considerations for AI in games compared to other applications, such as ensuring agents are intentionally flawed to provide a fun challenge and can perform actions in real-time to match the pace of gameplay.
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The document is about modifying and customizing the code for a JavaScript game called Tampon Run. It provides examples of simple changes that can be made, such as skipping the intro, changing the controls, starting number of tampons, number of tampons in the box, colors, avatars, animations, backgrounds, jumping height, window size, and sounds. It also explains where to find the relevant code sections to make these changes, such as the player variables, images, factories, and sound files. The goal is to help others learn how to easily tweak the game and make it their own.
This document provides an overview of reinforcement learning and AlphaZero. It discusses the math behind reinforcement learning concepts like policy iteration, policy improvement, and policy evaluation. It then explains how AlphaZero uses these concepts along with a deep neural network and self-play to master the game of Go without human data. Key algorithms discussed include Monte Carlo tree search and how AlphaZero implements them in code to learn directly from games played between copies of itself.
The document provides an introduction to using artificial intelligence for games. It discusses how AI can be used to create challenging opponents or helpful allies that act autonomously based on game rules and circumstances. The key techniques covered include MinMax for decision making, finite state machines to model agent behavior, and evaluating board positions in games like chess. It also notes important considerations for AI in games like responding in real-time, allowing players to defeat the AI in fun ways, and adjusting the difficulty through the "amount and type of AI."
Python is an interpreted, object-oriented programming language.
In this part, I have gone through some basics of python, game theory, and have created tic tac toe game
Objectives Create a Java program using programming fundamentals (fi.docxamit657720
Objectives: Create a Java program using programming fundamentals (file I/O, loops, conditional statements, arrays, functions)
Problem: In an effort to win a coding competition, you decided to create an awesome Obstacle Warrior game. The game is played on a 2-dimensional board similar to a Chess board, but the dimensions may be different. The minimum size of the board is 2x2. The board will have a Start square and an Exit square that are not stored on the board. Start and Exit squares cannot be the same. Other board squares may contain obstacles in the form of an integer that will define how the warrior position and score will be affected. The obstacle squares can have values from 0 to -10 only. The Start square is always a clear square. All clear squares are marked with # on the board. The Exit square may contain an obstacle that is not a zero. The size of the board, number of obstacles, and Start and Exit squares are all unknow to your code prior to running. This information is stored in a file that your code will read at the beginning of the game. The board.dat file must be read into a 2-D array.
A warrior must start at the Start square and find their way to the Exit square. The warrior can move on the board in any direction including diagonally, one square at a time. A warrior has a running score (integer) maintained from the start of the game until the warrior exits the board. If the warrior lands on an obstacle square with a value of zero, the warrior is sent back to the starting position and the obstacle square will become a normal square (obstacle removed). If the obstacle square has a negative number, that number will reduce the warrior's score by the value of the obstacle, and the obstacle square will become a clear square (obstacle removed). Each VALID move that the warrior makes without landing on an obstacle will earn the warrior one point. The moves for the warrior are randomly generated by your code in the form of a direction (0-UP, 1-DOWN, 2-LEFT, 3-RIGHT, 4-UPRIGHT, 5-DOWNRIGHT, 6-UPLEFT, 7-DOWNLEFT). If the warrior is at the boundary of the board and your code generates an invalid move, that move will be ignored. Your code will keep generating moves until the warrior exits at the Exit square. Once the warrior exits, your program will store the updated board information to a new file ResultBoard.dat as single-space separated data. The program will also display the total number of valid moves, the total time elapsed in milliseconds since the first move until the warrior exited the board, the final score of the warrior and the formatted board information (right aligned columns with total of 5 spaces).
Output Format:
Each column in the final board display must be of total width of 5 spaces
Data in each column must be right aligned
Enter the board data file path: C:\board.dat //Repeat prompt until valid file OR show error and exit.
Type "Start" to start the game or "Exit" to exit the game: exit //Your program must exit
E.
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API Python Chess: Distribution of Chess Wins based on random movesYao Yao
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https://github.com/yaowser/python-chess
https://youtu.be/MayH8Yd3yqE
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JAVA- need help with my code! Need help updating the GUI part of my co.docxolsenlinnea427
JAVA: need help with my code!
Need help updating the GUI part of my code to reflect the moves being made by the user. I was able to set up the game succesfully, but it doesnt do anything when i press the arrow keys. It is supposed to work like the game 2048. For each arrow key, I need to check if the move can be made (board.canMove()), then perform the move (board.move(Direction)) and then add a random tile after (board.addRandomTile()). All the methods mentioned for board work fine.
This is what I have so far:
This is what it looks like when i run it:
@Override public void start (Stage primaryStage) // Process Arguments and Initialize the Game Board processArgs (getParameters).getRaw().toArray(new String])); // Create the pane that will hold all of the visual objects pane = new GridPane(); pane.setAlignment (Pos.CENTER); pane.setPadding(new Insets(11.5, 12.5, 13.5, 14.5); pane.setStyle(\"-fx-background-color: rgb (187, 173, 16)\"); // Set the spacing between the Tiles pane.setHgap (15); pane.setVgap (15); Add your Code for the GUI Here* Text gameTitle = new Text(0, 0, \"2048\"); gameTitle.setFont (Font.font (\"Times New Roman\", FontWeight.BOLD, FontPosture.ITALIC, 40)); gameTitle.setFill(COLOR_WALUE_DARK); pane.getChi ldren).add(gameTitle); Text score new Text(1, 4, \"Score: \" + board.getScore()); score.setFont (Font.font(\"Times New Roman\", FontWeight.BOLD, 30)); score.setFiLL(COLOR_VALUE_DARK); pane.add(score,3,); Scene scene = new Scene(pane); primaryStage. setTit le(\"Gui 2048\" ) ; primaryStage.setScene(scene); primaryStage.show(); int []] myBoard board.getGrid); for (int row 0; row board.GR ID-SIZE; row++){ for (int col = 0; col board.GRID-SIZE; col++){ myTileValue-myBoard [row] [col] if (myTi levalue = 0) { Rectangle myTile new Rectangle(); myTile.setWidth(100); myTile.setHeight (100); myTi le.setFill (COLOR EMPTY); pane.add(myTile, col, row-1); scene.setOnKeyPressed (new myKeyHandler));
Solution
instead of handle overrode keypressed
switch(e.getcode()){
case KeyEvent.VK_UP:
//your code
.
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2. IN THIS PRESENTATION:
!
About us
Why we choose #Julialang
Shogi and Chess: differences between two games
principles and technics of Shogi playing software
3. ABOUT US:
Mecha Lady Shogi team (twitter = @mechajyo, 5 members):
the team of Shogi Program developers
with 2 Lady Shogi Professionals, 2 ladies and a geek:)
developing Japanese Chess Program written in #Julialang !
4. WHY WE CHOOSE #JULIALANG:
Speed
most other Shogi programs are written in C/C++
needed H/W resources: CPU and Memory access (not HDD
access)
Maintenance
dynamic language like code style is very useful for developing
Shogi programs
6. SHOGI
Shogi
9x9 = 81 squares
can reuse captured pieces
about160 available moves in
endgame
most of pieces can promote in
enemy’s field
computer programs NOT YET
win by human professionals!
7. PRINCIPLE AND TECHNICS IN
SHOGI PLAYING SOFTWARE
Alpha-Beta search
bit board and magic board technics
machine-learning evaluation functions
8. ALPHA-BETA SEARCH
problem:
in the given Shogi board representation, find best move from
its available moves
solution:
search partial tree of game tree and find a best move and root
node’s tree value(Evaluation Value)
Depth-first search by using a recursive function
9. function AlphaBeta( gs::GameStatus, WB, depth, alpha, beta)
if depth <= 0.0
va = eval(gs, alpha, beta)
return va
end
moves = generate(gs)
for i = 1:length(moves)
makeMove( gs, moves[i], WB)
val = -AlphaBeta( gs, WB$1, depth-1.0, -beta, -alpha)
takeBack( gs, moves[i], WB)
if val > alpha # alpha-update
alpha = val
# save this move
if alpha >= beta # beta-cutoff
return beta
end
end
end
alpha
end
return eval
(leaf node)
generate moves
(good move first)
pseudo code
(simplified)
recursive
calls
find good moves
cutoff redundant
search
10. PSEUDO CODE SUMMARY
If node is leaf node, return the value of evaluation function
Generate child node moves(=available moves)
For each moves:
Make move
Call myself(=this function) in NegaMax manner
Take back move
If it’s good move, record this move(=Alpha Update)
if very good move, cutoff subsequent child node’s search(Beta Cutoff)
return beta
return alpha
11. BITBOARD TECHNICS
(IN MOVE GENERATION)
In chess programs, board representation is 64bit Unsigned Integer
value: each bit represents existence of pieces
Pawn, Knight,…, King, for each piece kinds, there are 2 bitmap
values(one for White, another for Black)
In Shogi programs, square of the board is 81. So in ordinal
programming languages(such as C++), we use 3x32bit Unsigned
Integer = 96bit bitmap values
#Julialang’s 128bit Unsigned Integer is suitable for storing 81bit Shogi
bitmaps!
12. BASIC IDEAS OF BITBOARD
for each pieces of white side(for example: White King):
get piece position that of move from
dest = BitMapTable( piece, from, White) # available moves table
dest &= (not White pieces) # with single bitwise AND!
for each dest bits:
generates Move and stores move buffers
13. SOURCE CODE OF WHITE KING
target = (~p.WhitePieces) & MaskOfBoard
!
bbp = p.bb[MJOU] #White King’s bitmap
while bbp > uint128(0)
from = trailing_zeros(bbp)
bbp $= BitSet[from+1]
dest::BitBoard = target & gs.AttackTableNonSlide[MJOU,from+1]
toru::BitBoard = dest & p.BlackPieces #captured pieces
while dest > uint128(0)
to = trailing_zeros(dest)
dest $= BitSet[to+1]
toriflag = ((toru & BitSet[to+1]) > 0)?FLAG_TORI:0
count += 1
out[count] = Move(MJOU,from,to,toriflag,p.square[to+1]&0x0f,0)::Move
InsertMoveAB(count,out,gs)
end
end
14. MJOU = White King(OU,王)
tori/toru = capture
!
Magic board (More advanced technics):
calculate dest bitmap by multiples MAGIC numbers(one
direction hash)
15. MACHINE LEARNING
EVALUATION FUNCTIONS
This technic is established by Hoki-san’s “Bonanza” program
Evaluation function value = dot(WeightVector, FeatureVector)
Val = w1*f1 + w2*f2 + … + wn*fn
Hoki-san established the way of learning Weight Vectors by Machine Learning(reinforcement
learning)
King - OpponentKing - another piece relationships
King - piece - and another piece relationships
(Three pieces relationships)
We use Hoki-san’s fv.bin for calculation function values
16. CONCLUSION:
We will attend WCSC24 (The 24th World Computer Shogi Championship)
Mecha Lady Shogi (メカ女子将棋, @mechajyo) is using #Julialang
for her programming language
メカ=Mecha, 女子=Girl, Lady
But actually, playing ability of mechajyo is not so strong :(
We will also attend DenOu Sen tournament (電王戦トーナメント) may will be hold in Nov. 2014
電王=Electrical King
Thank you!