Upload

Loading...

Tetris AI strength alt view: Octomino version

136 views

Loading...

Loading...

Loading...

Rating is available when the video has been rented.
This feature is not available right now. Please try again later.
Uploaded on Jan 14, 2012

In this video, I showcase how Pierre Dellacherie's Tetris AI fares with octominos. Turns out, not well, not well at all. I used ply level 1 (considers only the current piece) because 2 and 3 would have been much too slow.

In April 2011, I published the source code to a piece puzzle game here at YouTube. You can see it here: http://youtu.be/V65mtR08fH0
In addition to being playable, the game also had a built-in AI using a state-of-art real-time algorithm by Pierre Dellacherie, extended by me for multi-piece look-ahead. In this video and the others of this series, I explore the capabilities of that AI.

Source code and resources: http://bisqwit.iki.fi/jutut/kuvat/pro...

The whole video series:
-- http://youtu.be/JDnypVoQcPw -- Creating a rudimentary TETRIS clone in GW-BASIC
-- http://youtu.be/V65mtR08fH0 -- Improving the game by rewriting from scratch C++, added AI
-- http://youtu.be/-j9AG2I0f3Y -- Illustrating the AI's power with tetrominos and pentominos
-- http://youtu.be/ukXDCBewnsg -- Illustrating the AI's power with only tetrominos
-- http://youtu.be/zQZLK8r1NFs -- Illustrating the AI's power with tetrominos, pentominos and hexominos
-- http://youtu.be/7kHnnkVlBKI -- Testing the AI at tackling octominos. Not good.
-- http://youtu.be/Yw02EkQE3Cw -- Illustrating the AI's power with tetrominos on a half-width field.

Loading...

to add this to Watch Later

Add to

Loading playlists...