Negamax freezes - freeze

In a game I've created Negamax works well for low depth searches but larger depth increases causes it to freeze. I thought about changing depth to type 'long' instead of 'integer' but not sure what else I can do. I know computation will take longer so it is possible it is calculating behind the scenes and I'm interpreting as freeze up. Any advice would be appreciated. In the game a player can only make 1 of 3 possible moves in a position and it is not like chess where there are large numbers of moves possible in anyone position and terminal position is difficult to reach.
Thanks
Daz

What counts as larger depth?
Remember that these trees grow exponentially, so if you have 3 options on the first choice, you have 9 when you're 2 deep, 59049 options to check when you're 10 deep, and so on. Another possible reason for things to slow down drastically is if you start using the page file; that is if you're storing your whole tree and suddenly run out of Ram once you get to a "larger" depth. You can probably hear that, or see the blinking hard drive light, if that's contributing.
Your best bet is to get some feedback; get it to print out a new number every x thousand options it checks, so that you can find out instead of guessing at whether it's still trying and how far it has to go. Once you know what it's doing and assuming it is just munching through, look into something like alpha-beta pruning to prevent the tree from growing as quickly.

Related

I'm looking to create an automated numbering system for custom paint by number kits in photoshop

So I know very little about programming all around. I'm adept at photoshop and I'm looking to automate the numbering system for making these paint by number kits. I convert the images into vector format and set a maximum number of color variations. I then use adobe illustrator to create the outlined partitions of the image by color. This is all well and good, it's automated and efficient as far as I need.
My dilemma is that I do not have a system that can number these partitions in a clear and uniform fashion. I must do this tediously in photoshop, taking hours to finish.
I am looking to create or find a system that will do this last step automatically.
My vison for how this would look would be numbers, 1-20 or so depending on the set color cap, evenly distributed across each partition in uniform font and size. The idea is that there would be a grid of 1 number (this number would be the reference to the color needed in this partition) spread across larger partitions and only a few of 1 number on the smaller partitions. It would hopefully look like so:
You can see here how tedious this can become.
I don't know how to accomplish this, but I'm wondering how complicated this process would be in theory and would it be better for me to learn how to do it myself, hire a professional, or continue the hand numbering. It's creating a labor cap on my small business that is preventing me from further growth.
Any and all help is very much appreciated; if I can provide more context or specifications I would be more than happy to do so. Thank you!
Just for fun I've managed to tweak old Johnware's script (Circle Fill). Now it can fill with given letters (numbers for example). It works to a degree, but the result far from ideal:
Probably it can be used for start.
I believe a real programmer could make it way better.
My tweaked version of the script is here: https://disk.yandex.ru/d/Ze4-1DQoNRVF1g
Update
I'm improved the script further. Now it:
works more precise
handles several selected paths
remembers values in the dialog window
sets font size
Here is the is the updated version of the script: https://disk.yandex.ru/d/0pcpLDGrfQKMJA
It took me about 15 minutes to do this:
But I had to to split some complex paths with a Knife tool. Sometimes the script throws a some mystical error. I've just selected another set of paths an run the scripts again and again.
It is not a final result but it's close. I think it's much faster that to do it manually.
It can be done with script to some degree. It will work fine for simply forms. But for complicated forms it will be too hard to calculate where you need to put all numbers and how many number will be enough.
But I saw scripts that can fill any form with any symbols. So it's possible to fill any form with numbers, I think, technically.
Of course, if you aren't a seasoned coder it makes no sense to try to do it at home. You need a pro (not even me).
And I see another very simply options as well:
It doesn't even need a script. What do you think?

Is there an optimal depth in a game tree?

I'm working on this game engine which plays some board game, I implemented minimax with alpha beta pruning, and move ordering. Now when I play with other existing engines, everything looks fine. However, I found two subtle problems which I don't know what causes them, maybe I have some gap in my knowledge.
The first issue:
When I increase the depth of the search, intuitively I should get better results even if consumes more time, but in my case moving from depth 8 (winning) to depth 9 causes me to lose all the time, now if I increase it to 10 I suddenly win again. Keep in mind that I keep everything constant except the depth. At first I thought that maybe its because at depth 9 we find a promising move at first which the opponent can refute it easily, but then this could happen at every depth. So my question is what causes this weird behaviour? Is there an optimal depth, which if we go beyond could backfires?
The second issue:
Its similar to move ordering but done to get the values of the next play to pick what to play. For example:
For every possible move starting from weakest move do:
minimax(move)
Now since we have to go through all possible moves why having the strong moves first wins the game but if I started with the weakest moves loses the game. It doesn't make since we have to evaluate all possible moves anyway. What causes this behaviour?
When I increase the depth of the search, intuitively I should get
better results even if consumes more time, but in my case moving from
depth 8 (winning) to depth 9 causes me to lose all the time, now if I
increase it to 10 I suddenly win again.
Certainly sounds like a bug to me.
For every possible move starting from weakest move do:
minimax(move)
You should always start from the strongest move in order to benefit from alpha-beta pruning
Now since we have to go through all possible moves
What about alpha-beta pruning? You do not have to go through all possible moves.

Oxyplot: IsValidPoint on realtime LineSerie

I've been using oxyplot for a month now and I'm pretty happy with what it delivers. I'm getting data from an oscilloscope and, after a fast processing, I'm plotting it in real time to a graph.
However, if I compare my application CPU usage to the one provided by the oscilloscope manufacturer, I'm loading a lot more the CPU. Maybe they're using some gpu-based plotter, but I think I can reduce my CPU usage with some modifications.
I'm capturing 10.000 samples per second and adding it to a LineSeries. I'm not plotting all that data, I'm decimating it to a constant number of points, let's say 80 points for a 20 secs measure, so I have 4 points/sec while totally zoomed out and a bit more detail if I zoom in to a specific range.
With the aid of ReSharper, I've noticed that the application is calling a lot of times (I've 6 different plots) the IsValidPoint method (something like 400.000.000 times), which is taking a lot of time.
I think the problem is that, when I add new points to the series, it checks for every point if it is a valid point, instead of the added values only.
Also, it spends a lot of time in the MeasureText/DrawText method.
My question is: is there a way to override those methods and to adapt it to my needs? I'm adding 10.000 new values each second, but the first ones remain the same, so there's no need for re-validate them. Also, the text shown doesn't change.
Thank you in advance for any advice you can give me. Have a good day!

Unity Physics Optimization (lots of rag doll character)

hi i am developing my new game it is like infinite runner. I am using object pooling for instantiate objects. i have lots of character with animation and rag doll.
Physics are very big on my iPad 3 profiler. when i destroy characters everything is good working. Characters have animator,rag doll and simple waypoint.
How can i optimize that ?
Okay, first take into account the maximum number of characters on screen. As far as I can see you also wish to optimize this as much as possible, so I have a few tips.
First thing I would do is look at the triangl er count and get it as low as possible for each model without sacrificing the aesthetics.
Next I would set up an LOD system where as an object moves further away the detail decreases saving triangles. You should repeat tgis with textures animation and some of the ragdolls.
Once that is done. Look at the more expensive functions called in your code and see if you can make an alternative. Like you have done with object pooling.
Good luck.
You can do some things to improved your physic calculation time spent.
1.- The most important is avoid to use MeshCollider, this is much higher performance overhead. Use primitive colliders ever you can or combine few primitives.
2.- Adjust Fixed TimeSteep setting. You can reduce overhead reducing physic accuracy.

Bejeweled Blitz - How does it assert there is always a move?

I have been playing Bejeweled Blitz for a while now. Yes, it is an addiction. In thinking about the game, I have observed that on some boards, the bottom runs dry (no moves) leaving only the top part of the board playable. Frequently that part of the board drys up, and one is left with moves in area cleared by the last move.
The board never runs completely dry, so clearly the program is doing some sorts of calculation that allows it to choose what to drop to prevent it from running dry.
I have noticed in this 'mode' that it is very common for the algorithm to drop jewels which causes more non-dry area to appear in the horizontal area. Perhaps less frequent is a drop which seems designed to open up the bottom part of the board again.
So my question is "How would one go about designing an algorithm guarantee that there is always a move available.?"
I wrote three-in-a-row game a while ago and the way I dealt with that problem is by selecting gems to drop at random and counting all valid moves. If selected gems did not provide at least 1 valid move I would select another set of gems and so on.
This is solvable by exploring the space of possible "jewel drops" and then you apply a rating based on your rules you have asked for. Higher rating could mean follows rule and low ratings mean not following then you choose one slot with the highest rating.
This is not easy to explain, but a rule based approach should do the trick.