s***@gmail.com
2005-01-20 23:06:07 UTC
hi,
i've started working on a clone of the SNES game "Tetris Attack"
(released as "panel de pon" in japan and reskinned as "Pokemon Puzzle
League" for n64). (if you haven't heard of the game, it's _nothing_
like tetris and you probably won't be able to help.. it's a very unique
game).
i've figured out the game mechanics, however i'm totally stuck on the
AI.
the two parts of the AI, as far as i can tell, are:
a) decomposing a goal such as "match these 4 blocks" into a sequence of
moves to execute.
b) determining all of the possible goals and choosing one to persue
obviously some sort of pattern searching/matching is required for (b).
my main problem, i think, is figuring out the best structure to
describe the search space. i have no idea how to appraoch (a) because
the game field is an awkward "1.5D": it's very hard to guarantee that
piece X can be moved to position Y without affecting other pieces
negatively.
in general it seems like a very tricky problem because of how dynamic
the game is. then again, it was released on the SNES so the solution
can't be that complex.
anyway, if anyone has any ideas or experience with this, please let me
know.
thanks,
raigan
i've started working on a clone of the SNES game "Tetris Attack"
(released as "panel de pon" in japan and reskinned as "Pokemon Puzzle
League" for n64). (if you haven't heard of the game, it's _nothing_
like tetris and you probably won't be able to help.. it's a very unique
game).
i've figured out the game mechanics, however i'm totally stuck on the
AI.
the two parts of the AI, as far as i can tell, are:
a) decomposing a goal such as "match these 4 blocks" into a sequence of
moves to execute.
b) determining all of the possible goals and choosing one to persue
obviously some sort of pattern searching/matching is required for (b).
my main problem, i think, is figuring out the best structure to
describe the search space. i have no idea how to appraoch (a) because
the game field is an awkward "1.5D": it's very hard to guarantee that
piece X can be moved to position Y without affecting other pieces
negatively.
in general it seems like a very tricky problem because of how dynamic
the game is. then again, it was released on the SNES so the solution
can't be that complex.
anyway, if anyone has any ideas or experience with this, please let me
know.
thanks,
raigan