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A slight detour from the JPS problem first. I needed a way to write tests for stuff that can only be tested in-game, so I implemented a smoke test …
First part of this series | Previous | Next | Index
A slight detour from the JPS problem first. I needed a way to write tests for stuff that can only be tested in-game, so I implemented a smoke test …
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In the last part I implemented a threat map for visible units. For unseen units, the problem is actually a little bit different. My intention is that I should …
This weeks episode is a little bit longer than usual. The guests were Tyr, LetaBot, and Dave Churchill. Computers were scienced a lot. Happy listening!
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I decided to go forward with working on the threat map.
HashSet<UnitenemyUnits = new HashSet<(); //Currently visible enemy units
HashMap<Integer, EnemyUnitInfoenemyUnitInfo = new HashMap<(); //"Last
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So, I couldn’t resist, and uploaded my bot to the ladder. Predictably, it didn’t do very well, but it did won some games (Three of them, at the time …
We got together again, and had a great conversation with this week’s very dear guests, Antiga, and Locutus. We were saying very smart things, and of potato, conversation and banter were had.
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Good news everyone! We got together with some nice people from the Starcraft AI, and made a great podcast, called the Undermind. Listen to it here:
I say “ehm” a lot, I know 🙂 Sorry for the phone ring around …
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Let’s continue with implementing the stuff from the last part. The main problem space I’d like to work on is scouting, and finding the enemy base. When I …
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So, I’ve switched to BWAPI4J. Currently I’m using the raw branch at the moment, but it’s features will be integrated into the master, when it’s done. I’ve doing a …
Many people have written many things about sharpening the axe. I think a lot of software developers encounter this type of problem, when the tools – IDE, editors, etc – are good enough, but there is a new one …