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PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITORAUTHOR: MICHAEL SCHRANDT Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF. Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF. Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITORAUTHOR: MICHAEL SCHRANDT Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITORAUTHOR: MICHAEL SCHRANDT Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF. Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF. Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF. Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF. Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: TETRIS AI: REVISITED! Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: JANUARY 2013 Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS: JANUARY 2013 Introduction Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. PROGRAMMING PROJECTS: PLATFORMER/SHOOTER Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: NOVEMBER 2012 Platformer/Shooter (September, 2012) My final project before fall quarter.It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. PROGRAMMING PROJECTS: DECEMBER 2012 Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF.Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS Tetris AI (April, 2012) This project was something I wanted to do ever since I finished my path finding project.I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highestscore.
PROGRAMMING PROJECTS: TILE MAP EDITOR Map Editor - C# / WPF (December 2012) A tile-based map editor written in C# / WPF. Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned in thefuture.
PROGRAMMING PROJECTS SUNDAY, JANUARY 13, 2013 TETRIS AI: REVISITED!INTRODUCTION
Last spring, I created a Tetris clone and added an AI that could play the game. For more details about how it works, read my previous blog post about it. I've had some improvements planned for awhile now, and I have finally implemented them! What I have spent the last week or so working on is a genetic algorithm that will optimize the way my AI places each piece. Now, keep in mind, this is still not a perfect AI, but for the current strategy that I have implemented, my genetic algorithm has yielded great results. Read on for an overview of genetic algorithms and how I approached each step.GENETIC ALGORITHMS
Though very complicated at times, I will do my best to provide a basic explanation of how genetic algorithms work. Typically, they are used for optimization problems, where there are some inputs to the system and an output that you wish to maximize/minimize. We will group these inputs together into what we call a CHROMOSOME. 1: GENERATION To start off, we create a collection of chromosomes. These can be generated randomly, or with some consideration in mind based on where their final values _should _lie. Remember, we are trying to figure out precisely what these inputs should be, so if you are able to determine any of them right off the bat, they do not belong in the chromosome. 2: FITNESS FUNCTION Once a collection of chromosomes are built, we analyze them. In other words, test them against the algorithm to see what outputs we get. Sometimes this is as simple as a few computations, or for more advanced problems, it requires a simulation to figure out exactly "how good" a chromosome is. Whatever you use to test the chromosome is called a FITNESS FUNCTION. 3: SELECTION Once all chromosomes are tested, we order them by their performance during the fitness stage and pick a subset that will move on to the next GENERATION. This process is known as SELECTION. There are many methods for selection, but just so you get the idea, we're just going to take the top 20% of the chromosomes. 4: CROSSOVER So we have a smaller set of chromosomes now and our goal is to make a new GENERATION of chromosomes. To do this, we take two of the remaining chromosomes, these are called PARENTS, and perform an operation called CROSSOVER. The goal here is to create a new chromosome, a CHILD, based on the values of the parents. Once again, there are many different ways of doing this. For simplicity, just imagine cutting parent A in half and parent B in half, and connecting the halves from opposite parents. This forms two new children, both composed of half of parent A, and half of parent B. Crossover can be improved by including more than two parents or using other strategies for "cutting up the parents." This is repeated until an appropriate amount of new chromosomes are generated which will move on to the next generation (parents do not get to move on). 5: MUTATION Before our new generation is completed, we have the option of performing an operation called MUTATION. This is exactly what it sounds like: pick a random chromosome and mutate it somehow. Mutations can be small, or significant changes to the chromosome, and they are usually not very frequent. How you choose to alter your chromosome depends on the problem (as with most of these steps, really). 6: REPEAT Finally we have a new generation, and we may test them through the fitness function again. This process repeats until a goal is met, the chromosomes converge to a local optima, or so many generations have passed. Hopefully now you have a general understanding of how genetic algorithms work. GENETIC TETRIS ALGORITHM A chromosome contains the parameters of the AI, which are as follows: Ground weight - the score received for touching a piece to the ground Wall weight - the score received for touching a piece to a wall Neighbor weight - the score received for touching a piece with anotherpiece
Hole weight - the score received for touching a piece to a blanksquare
The output of my system that I wish to maximize is the number of linescleared.
1: GENERATION I will be maintaining a population of 20 chromosomes. These are randomly generated with values between 0 and -10 for the hole weight, and 0 through 10 for the remaining weights. 2: FITNESS FUNCTION There is no mathematical formula for testing my chromosomes, so I have to run them through the Tetris simulation and measure how far they get. I could simply run each chromosome once, and rank them based on how many lines they clear, but this seems inaccurate, as a really good chromosome may get unlucky. I decided to run 20 simulations for each chromosome, and average the amount of lines they clear. In my case, this can take a long time (especially once the chromosomes get better), and so I came up with a few strategies to make the simulation equally as effective, but muchfaster:
* Decreased the size of the Tetris board. Each chromosome should still accurately represent how long it can last in proportion toother chromosomes.
* Limit AI to use given piece (disabled the "hold" function). If this option is removed for all chromosomes, I should still have an accurate reading of how good they are with respect to each other. * (obvious, but worth mentioning) Disabled rendering and other unnecessary operations of my existing Tetris simulation. There's no need to watch all of your chromosomes run, so make your fitness function only contain what it needs! I should also note that between each generation, I printed every single chromosome's weights and average lines cleared, as well as an overall average lines cleared of every chromosome. This can be useful for logging each generation and examining how it grew. Once I could tell that my chromosomes were not improving, I would stop thesimulation.
3: SELECTION My selection process starts by selecting the top 20%, and performing tournament selection on the remaining chromosomes. Tournament selection picks two random chromosomes and chooses the better one. This allows your population to remain diverse, while still maintaining a healthy supply of the better chromosomes. 4: CROSSOVER I struggled with this one a little bit. At first I was doing one-point crossover (select a point, cut parents, match pairs). Eventually, I settled with "half uniform crossover" which first picks random traits from a parent, and with a 50% chance, it will swap those traits with the other parent. The difference between this and one-point crossover is that the traits that are swapped are not necessarily in order. 5: MUTATION Once again, this was tough for me. Right now, I am walking through every single chromosome's data, and with a 10% chance, the something between ±2 will be added to the value. In other words, approximately 10% of all weights will be altered in some way. 6: REPEAT As I said, I kept logs of each generated and would stop when I felt a standstill was reached. Each run of the simulation would start awfully, and become better with each generation, which was verycool.
RESULTS
old results
new results
All in all, my results are not as great as I expected. That is not to say that this is a failure, because it was indeed a success. The strategy for my AI is simply not as good as I would like, even though I have optimized that strategy. As seen from my original post, the average lines cleared was around 19k. With the improved algorithm That jumped up to 27k. Also, the median has moved up from 12k lines to 19k lines. Also, notice the number of attempts to surpass 100k lines: on the original AI, you can hardly see any (I believe only 3 made it past 100k lines). On the genetic version, over 30 runs made it past 100k.Not bad!
POSSIBLE IMPROVEMENTS: My algorithm does not take into account how high the current piece is being placed, and I have a hunch that a lot of runs are ending because of easily avoidable placement regarding that. I also have other ideas for how "holes" should be treated. I've spent enough time working on this for now, so maybe in another 8 months I'll pick it up again :)Cheers.
Posted by Michael Schrandtat 9:55 PM
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WEDNESDAY, DECEMBER 26, 2012TILE MAP EDITOR
MAP EDITOR - C# / WPF _(December 2012) _A tile-based map editor written in C# / WPF. Features include basic drawing functionality, layers, collision marking, and importing/exporting maps. I will be using this application to create maps for games that I have planned inthe future.
Posted by Michael Schrandtat 4:39 PM
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MONDAY, NOVEMBER 5, 2012 ACM-ICPC REGIONAL CONTEST SITE CHAMPIONS (_November, 2012) _First place at Northeast site. Team included me, David Phillips, and NatalieMorris.
Posted by Michael Schrandtat 9:21 PM
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PLATFORMER/SHOOTER
PLATFORMER/SHOOTER _(September, 2012) _My final project before fall quarter. It isn't as complete as I hoped, but I simply do not have the time to work on it due to my incredibly busy quarter. This was engine was written in C++ using the SFML library for graphics and input. I ended up switching from SFML version 1.6 to 2.0 near the end hoping the frame count would go up, which it did. As demonstrated, my plan was to make a 2d platformer, where the main character has a gun (think megaman). The gun has different types of bullets, each of which interact differently with the object they hit (If ice hits water, the water turns into ice. If fire hits ice, the ice disappears, etc...). It turned out to be a pretty interesting game engine. Posted by Michael Schrandtat 9:10 PM
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SUNDAY, AUGUST 19, 2012DUNGEON CRAWLER
DUNGEON CRAWLER _(August, 2012) _This was a group project for a Design Patterns class. The game is built in Java with the Swing library. My role was to create, populate, and manage the maps. Maps are procedurally generated at run time, meaning they are different every time the game is played. Every time the player moves, monsters have a chance of moving. If the player and a monster collides, the battle window is opened. The focus of this project was not game development techniques, but instead our job was to implement design patterns while maintaining good object oriented design. Posted by Michael Schrandtat 1:35 PM
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MONDAY, APRIL 30, 2012TETRIS AI
TETRIS AI _(April, 2012) _This project was something I wanted to do ever since I finished my path finding project. I built the Tetris clone in C++ and SDL. The real challenge of this project was the AI built on top of it. I came up with a pretty simple greedy algorithm: assign a score to every possible position and pick the position with highest score. At that point, all we need is a scoring system, which wasn't very difficult to construct. My favorite part about projects like these is when I find myself spending more time play-testing than coding without even realizing it :) Furthermore, the AI is really entertaining to watch, especially when the frame rate is uncapped.ANALYSIS
After disabling frame rate and rendering, I was able to capture the lines cleared in 1,000 attempts. I was very pleased to see a maximum of over 150,000 lines cleared. The mean and median may seem a bit low, but considering my initial goal of writing an algorithm to play Tetris, I would say anything over 10,000 is a success. Here is a logof the 1,000 runs.
Posted by Michael Schrandtat 11:49 PM
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A* PATH FINDING IMPLEMENTATION A* PATH FINDING IMPLEMENTATION _(November 2011) _This project was for my Algorithms class (the prompt was the implement some algorithm with the approval of the professor). I decided to rewrite my C++ and Allegro engine in Python and Pygame, as I lost the source code to my old engine between switching computers. The algorithm I implemented was A*, a sub-shortest path finder. It was pretty difficult getting it to work with the physics in my engine, since you don't really know what nodes (or possible locations of the player) exist until you somehow simulate movement. But in the end, I got it working, and I am really satisfied by the results. Posted by Michael Schrandtat 11:33 PM
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* Michael Schrandt
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a computer science student at Eastern Washington University. Here you will find information about my past programming projects. View my complete profile Simple theme. Powered by Blogger .Details
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