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Re: Player assistant "AI" Thu, 09 March 2006 04:07 Go to previous messageGo to previous message
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Registered: October 2004
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Kotk wrote on Wed, 08 March 2006 19:37

Nay, but then again ... minesweeper was too simple problem even for AI amateur like me. There are 16x30 unknowns that can be "mine"/"no mine". Gradually during playing these turn into knowns, and all known "no mine"s give knowledge about 8 unknowns around them. So profiling did show that most of the time AI was busy "looking" at the board and clicking it, there was no much to think about.


Doh. Not exactly my kind of "strategic AI" either. Razz


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Conditions i gave already? distance < 50 => cyan edge,otherwise distance < 82 => green edge, otherwise no edge. Wink


Sorry, I surely wasn't paying enough attention. Rolling Eyes


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Graph is nothing special. Directed edge is pair of integers (source vertex id, destination vertex id) so you need vector of pairs of integers to store all edges. Bidirectional edge is one edge there and one back. If you know all your graph has only bidirectional edges anyway (like on our case) then you may use only one pair for each edge. If you want attributes like colors or weights or distances add same size vector for attributes too.


Looks somewhat similar to what I've already done. I need to put just a bit more work into the matter, it seems. Smile


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I joked about that phase 2 thing and need to calculate 20000 times. Wink I think that pen-scanning scouting is geometry problem rather than graph problem. If you have 2 circles they overlap or they dont.


Phew. U got me allright with those 20000 times. Shocked

I agree about penscan looking more like geometry problem. Trouble is, those circle overlaps take CPU power to calculate... Sherlock


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If there are no 5 way regions then there are also no 6 way regions to consider. Wink


Nice. I hadn't considered that one. Wink

Thanks for the explanations. Definitely, I will have to put a bit more effort into the whole matter. Very Happy




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