Hi gabriel.
that actually makes sense to me, since at the start of the game logically
you have hit no ships, so all cells have an equal value. while starting in a
set pattern can help you on a generalized search, it's not really until
you've hit your first ship, seen what type it is and where it is that you
know what other ships your looking for.
Another big indicator I've noticed, (particularly in Ian humphries version),
is whether the game is set to give you another shot if you hit a ship, since
then there is a good chance you can sink ships quicker.
Beware the Grue!
Dark.
----- Original Message -----
From: "Gabriel Battaglia (Kriyaban)" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Monday, April 22, 2013 8:44 PM
Subject: Re: [Audyssey] JIm's battleship.
Hi Thomas and all.
I'm programming an engine to play the perfect Battle ship. Perfect, it
would be better to say the most matematically perfect possible... It's a
fantastic exercise that helps me to be back on the code again.
Well, developing my Battle ship engine what I've discovered is that each
cell of the grid, has the same opportunity to contain an anemy, it doesn't
matter if the cell is to the edge or to the center. This might be not so
much surprising, what is something a little bit new to me is that this
continue to be true also after you shot here and there to the grid, till
you hit your first ship.
Just then, the situation change and each cell assume a different value you
can translate in a different percentage to be a good target instead of an
empty one.
Gabriel.
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