- v2.4.1:
- Snake will now try to coil tighter to save space when trapped an space smaller than its body and no tails are present.
- Scale fill score down when area less than body length and no tails are present.
- v2.4:
- When enemy against wall, search for new possible kill opportunities.
- v2.3.5:
- Add score bias for move bringing you closer to center of game.
- v2.3.4:
- Rework hunting algorithm to favor side of smaller snake farther from the wall.
- Some refactoring to DRY code
- v2.3.3:
- Grid copy functionality to fix bug in secondary target searches.
- Add target search redundancy to killTime for when tail is inaccessable.
- v2.3.2:
- Add behaviour to kill time in the early game.
- Add search score scaling to eating logic based on health level.
- Mark self different than other snakes. Mostly for debugging.
- Mark spaces near wall uniquely with their own score bais.
- v2.3.1:
- Fix bug with marking own tail as a space when confident its ok.
- Add small score bias to move moving me farther from closest dangerous snake head.
- Add redundancy in astar for if destination is null
- v2.3.0:
- Add second fill search to move scoring that will better count spaces based on the possible future moves of the snakes.
- v2.2.1:
- Fix bug with kill zone marking, so snake can more accurately hunt prey.
- Fix bug with tail marking so snake can more often use tail spaces as empty spaces.
- v2.2.0:
- Built custom logging. Logs are accumulated throughout a game and then written to a file on /end. A directory of logs is available at the index of the server.
- v2.1.0:
- Snake will now try to become the largest snake. When it is the largest, it will seek out the nearest smaller snake to try to kill them.
- v2.0.2:
- Fill search working. Can now score moves based on the space available if taking each move and what is in that space (tails, enemies, foods, etc).
- v2.0.1:
- Set up move scoring system so that I can rank each move based on a number of different inputs.
- Also marked spaces near walls to try to avoid them.
- v2.0.0:
- Inital port of algorithms from my last year Python entry. Basic food finding using A* pathfinding. Is only seeking closest food rather than closest accessable food which leads to unnessesary deaths.
- v1 of this AI is my 2018 entry written in Python.