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kalisclark
Occasionally has a life
Joined: Mon May 04, 2009 10:16 am Posts: 130 Location: In between a rock and a hard place
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Thanks fogmiester I will give this a shot in the labs tomorrow, much appreciated.
Your a legend
Cheers
Kal
_________________ [color=#BF0000][b]Arctic Cooling Freezer 7 Pro 620W Corsair HX Series Modular SLi PSU Intel Core 2 Quad-Core Q6600 G0 SLACR, 95W, S775, 2.40 GHz asus maximus formula, iX38, S 775 ASUS GEFORCE EN8800 GT 512MB GDDR3
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Wed Dec 09, 2009 8:32 pm |
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Nick
Spends far too much time on here
Joined: Thu Apr 23, 2009 11:36 pm Posts: 3527 Location: Portsmouth
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Don't be surprised if another "omg Java is such a pile of wank" thread appears relatively soon. I thought me and Java were finished, but I've been given a chess game to make in the dreaded language. I have to make it so that the one app can have two players playin each other over the network or one player against the app itself. Fun times. First step: learn how to play chess! 
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Thu Dec 10, 2009 5:19 pm |
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Fogmeister
I haven't seen my friends in so long
Joined: Thu Apr 23, 2009 7:35 pm Posts: 6580 Location: Getting there
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Setting up the rules and establishing a 2 player game shouldn't be too hard. But do you have to write your own AI algorithms for the 1 player game?!
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Thu Dec 10, 2009 5:53 pm |
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leeds_manc
I haven't seen my friends in so long
Joined: Thu Apr 23, 2009 8:19 pm Posts: 5071 Location: Manchester
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Wouldn't that be a monumental task?
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Thu Dec 10, 2009 5:56 pm |
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Fogmeister
I haven't seen my friends in so long
Joined: Thu Apr 23, 2009 7:35 pm Posts: 6580 Location: Getting there
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Thats the kind of thing that people in universities spend decades studying and improving.
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Thu Dec 10, 2009 6:12 pm |
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EddArmitage
I haven't seen my friends in so long
Joined: Thu Apr 23, 2009 9:40 pm Posts: 5288 Location: ln -s /London ~
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For our equivalent we only had to provide trivial AI, that could make a possible move, or we could use known algorithms.
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Thu Dec 10, 2009 6:26 pm |
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Fogmeister
I haven't seen my friends in so long
Joined: Thu Apr 23, 2009 7:35 pm Posts: 6580 Location: Getting there
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It would make sense to download a chess AI API. That would make it a lot easier anyway. Or just randomly move any available pieces onto any available random squares.
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Thu Dec 10, 2009 6:31 pm |
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Nick
Spends far too much time on here
Joined: Thu Apr 23, 2009 11:36 pm Posts: 3527 Location: Portsmouth
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That's a good question actually. I've read the brief, and there is little mention of it except for "A computer player is a requirement of this assignment". I will post in our department's forum to ask my lecturer. We won't be expected to produce a miracle machine capable of defeating the grand chess master, that's for sure! Sorry for semi-hijacking this thread kalisclark, I'm finished now! And good luck with your assignment! 
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Thu Dec 10, 2009 10:49 pm |
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Fogmeister
I haven't seen my friends in so long
Joined: Thu Apr 23, 2009 7:35 pm Posts: 6580 Location: Getting there
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 |  |  |  | Nick wrote: That's a good question actually. I've read the brief, and there is little mention of it except for "A computer player is a requirement of this assignment". I will post in our department's forum to ask my lecturer. We won't be expected to produce a miracle machine capable of defeating the grand chess master, that's for sure! Sorry for semi-hijacking this thread kalisclark, I'm finished now! And good luck with your assignment!  |  |  |  |  |
Let me know what the result is regarding the computer player. I might join you in this project and see if I can create something also 
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Thu Dec 10, 2009 11:10 pm |
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finlay666
Spends far too much time on here
Joined: Thu Apr 23, 2009 9:40 pm Posts: 4876 Location: Newcastle
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For something of that complexity.... not really You make a fuzzy solution such as a neural net for machine learning, then set it off a load of times with AI vs mutated AI, whichever wins is deemed better it's a way to do it, but you might not get the truely best AI if the mutations aren't extreme enough to start with. It's possibly more time consuming depending on how quickly the game can run... but its a more realistic solution Nick: http://www.chessbin.com/You can rewrite the stuff there into Java.
_________________TwitterCharlie Brooker: Macs are glorified Fisher-Price activity centres for adults; computers for scaredy cats too nervous to learn how proper computers work; computers for people who earnestly believe in feng shui.
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Fri Dec 11, 2009 12:45 am |
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Fogmeister
I haven't seen my friends in so long
Joined: Thu Apr 23, 2009 7:35 pm Posts: 6580 Location: Getting there
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 |  |  |  | finlay666 wrote: For something of that complexity.... not really You make a fuzzy solution such as a neural net for machine learning, then set it off a load of times with AI vs mutated AI, whichever wins is deemed better it's a way to do it, but you might not get the truely best AI if the mutations aren't extreme enough to start with. It's possibly more time consuming depending on how quickly the game can run... but its a more realistic solution Nick: http://www.chessbin.com/You can rewrite the stuff there into Java. |  |  |  |  |
Don't ask why but I was thinking about something like this a few days ago. All you needs is the rules. Then you set off the computer playing itself and each time store the moves and the outcome of the game. Then play it hundreds of thousands of times and each time weight the moves in favour of the ones with the best outcomes (somehow). I don't know how you would do it in practice though.
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Fri Dec 11, 2009 7:33 am |
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Nick
Spends far too much time on here
Joined: Thu Apr 23, 2009 11:36 pm Posts: 3527 Location: Portsmouth
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Cheers for that link fin. It turns out that we do have to code the computer player, but only very simply. It has to be defensive, and avoid being taken. If more than one piece is in danger, it has to save the highest ranked piece. It doesn't have to attempt to win in anyway. So pretty straight forward. 
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Fri Dec 11, 2009 11:30 pm |
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