Metroid Learning – DEV – Final touch

In this blog, I give an overview about the latest project changes; one last time.

Developement Log

  • The ‚getTiles function‘ calculation problem has been fixed.
    • The function is used to disable inputs while the character is in the air.
    •  Since this behavior is needed in Super Metroid, the function and all its associations have been removed.
    • Side effects of the function removal have been fixed.
  • The ‚getSprites‘ function was adjusted.
    • .Instead of treating every tile the same, the AI now differs between ’shootable‘ and ’non-shootable‘ graphics.
    • The AI still cannot see any floors or walls, rendering it almost blind.
      • This will be adjusted if the AI fails to learn basic navigation.
  • An ‚anti-cheat‘ step has been added to the main algorithm.
    • If the AI would only jump, without ever moving, it would have achieved an infinite score.
    • Now, the AI must move to the left or right after a fixed amount of time.
    • If the cheats, the session will time out instantly and the score will be decreased by 10,000.

 

This is the last development blog. There will probably be minor adjustments to the projects in the future, but for now everything seems good enough. Over the next few weeks, the AI will try to beat the tutorial of the game. Thus, I cannot include any results in this blog, since the training process takes a lot of time.

In the meantime, I plan to do a small side project…

 

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