14-Apr-2013, 4:19 PM
Wow, I haven't posted in a year about this, but I wanted to get back to this project. After I finished the AI in April 2012 I got a new job and moved to New York, so I've been busy focusing on other things but right now I'd like to share if people are still interested.
The AI for Chips Challenge works it solves several real levels from the original game. I made a presentation which has some videos our AI working here http://prezi.com/rbs_w0ai_cze/chips-chal...f-12893181 This included several videos of our AI solving real levels, (the only video that is not our AI is the one with the teeth in it)
A summery what it does. The AI is a patch to Tile World, that generates the state of the world at every tick and calls a separate program called Fast Downward which generates a plan. (This means running the AI is a bit of pain, and hard if you aren't using linux, but I could try to put something together if their is intrest.) The AI then follows this plan until it finds a flaw in it (such as discoviering new information), at which point it stops and tries again. This means the AI dosen't work in real time, it effectively pauses the game while it does it's thinking. It ignores the monsters in the game, we never got a good version working that handled them well. Other than monsters I think the AI handles all game elements except for bear traps and teleports. Though the force floors can be slightly buggy in some cases.
I'm going to follow this thread now so feel free to ask any questions and I'll try to answer them.
The AI for Chips Challenge works it solves several real levels from the original game. I made a presentation which has some videos our AI working here http://prezi.com/rbs_w0ai_cze/chips-chal...f-12893181 This included several videos of our AI solving real levels, (the only video that is not our AI is the one with the teeth in it)
A summery what it does. The AI is a patch to Tile World, that generates the state of the world at every tick and calls a separate program called Fast Downward which generates a plan. (This means running the AI is a bit of pain, and hard if you aren't using linux, but I could try to put something together if their is intrest.) The AI then follows this plan until it finds a flaw in it (such as discoviering new information), at which point it stops and tries again. This means the AI dosen't work in real time, it effectively pauses the game while it does it's thinking. It ignores the monsters in the game, we never got a good version working that handled them well. Other than monsters I think the AI handles all game elements except for bear traps and teleports. Though the force floors can be slightly buggy in some cases.
I'm going to follow this thread now so feel free to ask any questions and I'll try to answer them.