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Steam News2 August 20169y ago

Big AI Update!

This release is on Win/Mac/Linux. This also means that Mac/Linux will pick up the changes from the previous release which hadn't been released on Mac/Linux yet. We re-wrote a significant bit of how our AI engine works.

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Full Tatsu update

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What changed

0 fixes0 additions1 change0 removals
  • Compatibility
changedThis release is on Win/Mac/Linux. This also means that Mac/Linux will pick up the changes from the previous release which hadn't been released on Mac/Linux yet. We re-wrote a significant bit of how our AI engine works. Now instead of the AI looking for an action, it looks at all of the possible combinations of actions that it could take on a turn, then scores which one puts it in the best position at the end of the turn. This makes a big difference, because without it, the AI didn't know (for example) that the best move would be to move a piece once, so that it could move it again with the second die, to get a guaranteed attack. I did a lot of the refactoring (then testing & rebalancing) on the LiveCoding.tv stream: https://www.livecoding.tv/seancolombo If you subscribe to the channel there, you'll get notifications when I'm streaming, so you could hop in and see some really neat behind-the-scenes stuff of how we make our games. For example: when I was tweaking the AI today, viewers got to see our Board Editor, the AI Tree Visualizer, and look in detail into how we score each possible board position. Anywho! Please get the latest update and let me know what you think of the AI (and your approximate win/loss ratios) if you have a chance :) that would be a huge help! Thanks for all of the support thus-far in Early Access.. we couldn't have done it without you!! :D

This release is on Win/Mac/Linux. This also means that Mac/Linux will pick up the changes from the previous release which hadn't been released on Mac/Linux yet. We re-wrote a significant bit of how our AI engine works. Now instead of the AI looking for an action, it looks at all of the possible combinations of actions that it could take on a turn, then scores which one puts it in the best position at the end of the turn. This makes a big difference, because without it, the AI didn't know (for example) that the best move would be to move a piece once, so that it could move it again with the second die, to get a guaranteed attack. I did a lot of the refactoring (then testing & rebalancing) on the LiveCoding.tv stream: https://www.livecoding.tv/seancolombo If you subscribe to the channel there, you'll get notifications when I'm streaming, so you could hop in and see some really neat behind-the-scenes stuff of how we make our games. For example: when I was tweaking the AI today, viewers got to see our Board Editor, the AI Tree Visualizer, and look in detail into how we score each possible board position. Anywho! Please get the latest update and let me know what you think of the AI (and your approximate win/loss ratios) if you have a chance :) that would be a huge help! Thanks for all of the support thus-far in Early Access.. we couldn't have done it without you!! :D

Source

Steam News / 2 August 2016

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