Sonntag, 7. Oktober 2012

Random AI implemented

It's been a little quiet about meowBG lately, since I haven't had the time to program a lot. Besides, the meowBG project had reached a state where it's difficult to continue implementing, because things have grown a little too complicated to just sit down at my desk and hack a few lines of code.

I guess this is a state where a software project may die ... it just takes a little too much thought to get going. And the longer I put the project aside, the more difficult it became to continue coding.

But meowBG made it through that trough, and meanwhile I implemented a very dumb "bot" who will pick random moves from the list of possible moves. I reorganized the match structure, too, so that the game doesn't always assume a human player on one side of the board, but it is possible to register any two "player"-like objects at the match. This could be, of course, a human player, but might as well we a bot or a player on the other side of an online BG server like FIBS.

So I registered two of my bots to play versus each other. Check it out:


An idea that really excites me is to build a neural network using PyBrain as an opponent. Should meowbg fail as a FIBS/Tigergammon client, maybe this will become a different project.