TheGreyOne

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About TheGreyOne

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  1. Evolving PacMan AI

    While it's oh-so-tempting to get into a conversation on the relative merits of IDEs, I think I'll leave that for another place and time. ;) I have given up trying to compile the code that is available to me. Mainly as I'm worried any attempts to 'fix' the seeming problems will only land me with more problems to fix (this time of my own creation.) As such, I will patiently look forward to your next release, hopefully with at least the save and load functions (*grin*) as that seems the most useful at this point in my opinion. Anyway, I've nothing more useful to add at this stage, so i'll leave it at that! :) - Grey
  2. Evolving PacMan AI

    Grab the code? I hadn't actually thought of that! :D The only downside being that I've got absolutely no experience with either serialization of data, -or- threading. (Yes I have several multi-core PCs, thus why I mentioned threading :) ) I'll definitely take a look at the source now however, and see what I can wrangle together. And if I make something that is "good enough" i'll make a copy available for you to rip apart :) <edit> Is the zip on sourceforge the latest code? As it seems a little, broken. :| It may very well be a problem with me using VS 2k8 so i'll keep slowly fixing the errors (down to 8 from about 20) </edit> [Edited by - TheGreyOne on February 27, 2008 11:02:48 PM]
  3. Evolving PacMan AI

    Well, I left the process running overnight, 37520 generations down and I finally see PM move left! Yay! :) (best fitness of 4100) By the way, what is the chance that you'll implement some sort of saving and loading feature? So that a: it becomes possible to stop and restart(continue) the training, and b: So that when I've had PM running around for a week, there's something to show for it :D I figure some sort of serialization of the strongest NN from each species would be all that's needed. Also, any chance you would consider threading this? The ability to run multiple tests at once would greatly increase the speed of improvement I believe. By the way, I'm running PM with 4 ghosts, maximum stall of 10, and maximum score stall of 100. This greatly reduces the chance of PM stopping in corners, however there is still a tendency to run back and forward on his own track :/ Anyway, sorry if I'm being overly demanding >.< just trying to offer a few helpful suggestions. Looking forward to more! - Grey
  4. Evolving PacMan AI

    I've been playing around with this for a few hours, and it occurs to me that part of the reason that PM gets stuck, is the fact that he is allowed to turn back on his previous direction. As far as I'm aware, the actual pack man games did not allow this. And it would also solve the issue of PM going into 'loops' where he simply walks back and forward within a corner. One other thing of note, is during the entire time I have been playing with this, I have never once seen PM move towards the left side of the screen, and tends to favour moving upward. Meaning that the vast majority of attempts have ended with PM stuck in the top right hand corner. Anyway, that's just my two cents. Thanks for providing some interesting things to think on!