Ok. U started training a neural net––it played SOOO much better with this. I also made it train on games where i took down the AI……..it’s at around 160K games total give or take.
Ok. U started training a neural net––it played SOOO much better with this. I also made it train on games where i took down the AI……..it’s at around 160K games total give or take.
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So my plan is to train this well, then have this data determine the move played by the AI in a nicer looking GUI so it will play fast and be accurate!
Also, forgot to include this in the last devlog—smth i started, which was making this have a small neural net. It might be overkill, but i wanna have a custom AI that’s strong enough to atleast challenge me.
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Ok, I’m working on speeding this up–not much luck, but it’s getting better than the 80 or so iterations in the previous version. Check below for current speeds.
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As you may see, I’m obsessed with keeping MCTS search because I have some experience in minimax and would like to extend my thinking. The GUI will be my next task in this MAJOR update that is coming. Hope this turns out well!
I built a Connect4 game in python. This time I tried to speedrun it in roughly an hour in total time of coding so I can make more projects—VCE workload is pretty tough.
OK today I hereby release the WEB VERSION. after hours of researching how to do so!!!
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Oh btw, I also went ahead and made the github repo!
So I coded up the pygame version for 2 players. I also tried my hand at making the web version.
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I built a program that lets you play checkers against a decent AI OR against your friend. The hardest part was coding the AI, but I overcame this using my own code on my previous Go project—pls check this out.
Well I ironed out a few bugs and made the github repo.
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Because I don’t have much time with VCE and all decided to lock in. Made a cleaner UI, the option to play a strong AI, choose colors and reserve multiplayer. I also shrunk the board for cleaner score and turn displaying. lastly, like with my Go project (pls check it out guys), last move is now highlighted! Check out the pics.
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This means my devlog count will reduce, but imma try my hardest to give you guys quality.
Alright, I made a 2 player version that ‘works’ –it has a menu and how to play but the UI could do with some polishing and the option of an AI opponent seems nice
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I built a program that plays Go, 2 player or against an AI. The hardest part was getting HakaTime and WakaTime set up but achieved it through customer support and Slack. I am proud of this as it is my best program, arguably.
I added a game manual, an option to play whatever colour against the AI (not just black). Also the AI has MCTS.
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Made a menu UI, an end screen and made patched the bug. Perhaps I should advance the AI or make more options on the menu.
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think about making the AI be able to play black and white -> also advance the algorithm….
The AI option now works as a randomly moving opponent. The two player option is still kept via a toggle to turn on the AI and the regular mode is the multiplayer. AI can be enabled/disabled at any stage of the game.
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Following the game rules, I implemented the last moved being highlighted and made it display the scores as it’s played out—makes it much clearer what’s going on
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Note there is a bug that it will get stuck at the last move.
I’m working on my first project! This is so exciting. I can’t wait to share more updates as I build.
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For those confused, there is no website, the demo will lead you to the .exe file which you can run. It may get flagged as a virus, but this happens to a lot of .exe projects so feel free to ignore it. Thank you for the feedback!!