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Version 1.0.2 release

PostPosted: 31 May 2009, 22:26
by telengard
Not a ton of changes but the big ones are that the Windows port is now native (no need for Cygwin) and the Linux build will run on older distributions.

A bunch of bugs were fixed and a few performance tweaks.

The program can be downloaded from here:

Linux version:
http://home.comcast.net/~bsturk/dreamblade/dreamblade.tar.gz

Windows:
http://home.comcast.net/~bsturk/dreamblade/dreamblade.zip

See doc/CHANGELOG for more info.

Let me know how it works for you. :)

~telengard

Re: Version 1.0.2 release

PostPosted: 01 Jun 2009, 17:30
by mtgrares
Dreamblade sounds really fun. What programming language are you using? I really like the idea of playing against a decent AI, even though I know it was a ton of work. What AI algorithms did you use, minimax, alpha-beta, or something else?

Thanks for your work and thanks for the windows native exe because I use windows. :D

Re: Version 1.0.2 release

PostPosted: 01 Jun 2009, 23:13
by telengard
mtgrares wrote:Dreamblade sounds really fun. What programming language are you using? I really like the idea of playing against a decent AI, even though I know it was a ton of work. What AI algorithms did you use, minimax, alpha-beta, or something else?

Thanks for your work and thanks for the windows native exe because I use windows. :D
Heya mtgrares,

I am doing this in C++. Yeah it was a lot of work to do in C++ (memory management was a big hurdle) but the speed is pretty good. I used minimax w/ AB pruning and a few tweaks to handle the phased play in Dreamblade.

Glad the Windows binary is working for you! :)

~telengard

Re: Version 1.0.2 release

PostPosted: 04 Jun 2009, 18:53
by mtgrares
I'm trying to use alpha-beta pruning for MTG Forge 2.0 and it is rough. I just need to get more experience with it I guess. I'm sure you had a hard enough time with the evalution function which is very important but hard to get right.

Re: Version 1.0.2 release

PostPosted: 04 Jun 2009, 23:32
by telengard
mtgrares wrote:I'm trying to use alpha-beta pruning for MTG Forge 2.0 and it is rough. I just need to get more experience with it I guess. I'm sure you had a hard enough time with the evalution function which is very important but hard to get right.
Yeah, you have a much harder job because it is not a game of perfect information. The alpha/beta stuff is easy but the evaluation function for MtG would be very difficult to get right.

~telengard