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CHANGELOG.md

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Changelog

  • 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.