AI Game Sandbox
Written Oct 30, 2020 - Projects
Just a place to mess around with the most current version of my AI Game.
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Just a place to mess around with the most current version of my AI Game.
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I found an unfinished blog post from Halloween of 2017. Given the state of the world, it might be worth revisiting.
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Despite the delay, I am still working on my AI/robot game thing. A while ago I added what I said would be my next steps, but never posted about it. So I’m doing that now.
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OK, I’m pretty excited. It might not have been clear what this project was, but I think this will clear it up.
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The language is coming along nicely. I refactored the evaluation function, moving out all of the function call logic into more digestible functions. This led to a few nice advances.
Continue reading ↦I’ve spent a few days now planning out more of my project. I worked on the language some more, and brainstormed ideas for blocks I would like to have in the program. I also decided to use phaser as the game engine for the building and simulation of robots. This decision was based off the presence of a physics engine and the ability to specify constraints on sprites, which will take off the heavy lifting of “constructing” robots.
Continue reading ↦For a little while now I’ve wanted to make a game to teach AI programming and robotics. Between school and my summer internship I was able to start it, and here I’ll outline some of my progress. The Project Idea What I want to build is a game in which robots are assembled by snapping together components. The robots are then programmed. The programs must define a run function, which is run every tick of the game.
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