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In lugnet.org.ca.rtltoronto, Calum Tsang wrote:
> In lugnet.org.ca.rtltoronto, Rob Stehlik wrote:
> > and the pieces are non-interlocking. Now this raises some questions: do we just
> > use our own pieces during the game?
Isn't this question already answered in the posted "rules"
(yes, it is)
> > Could the non-interlocking factor be viewed
> > as an advantage? I wouldn't mind building a hopper that can process interlocking
> > pieces, but I don't have any...
>
>
> Sure, it could be an advantage
I was able to build a device that could easily handle the interlocking chips.
And, for the record, the chips I was using seem to be very "LEGO-friendly"
sizes.
With that in mind, I think it's time to start the trash talk. I didn't get to
talk anti-x times, or anything like that. But I have a suggestion for "anti-x"
times in Connect-4.
Right now, I'm pretty sure, assuming the opponent doesn't play in column 4, my
robot will be able to win a Connect 4 game in under 1 minute. That's also
assuming the opponent plays as fast as possible.
So I'll say my C-4 time (time to put 4 chips in column 4) is 60 seconds **
anyone else?
Steve
** keep in mind, I don't have a robot, or any code, yet :)
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Message has 1 Reply: | | Re: C$
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| (...) Booooring. So far, without actually writing any of the code, it seems that our robot's logic code would be something around 10 lines of NQC script. And still be able to beat other robots :) How's that for trash? (21 years ago, 7-Oct-03, to lugnet.org.ca.rtltoronto)
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Message is in Reply To:
| | Re: C$
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| (...) Sure, it could be an advantage, but I'm going to outline all the stupid whining already: a) "But we already bought the interlocking ones!" b) "But we already own an interlocking one from my sister's son's best friend's toy collection!" We're (...) (21 years ago, 5-Oct-03, to lugnet.org.ca.rtltoronto)
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