4Blocks with AI
I’ve been wanting to write another blog post on the series on DSELs I’ve been planning, but I’ve been really swamped with work lately. So once more I’ll post a video or two on something I’ve been working on. It’s the 4blocks game again, this time playing on its own with an AI I’ve written for it. Here are the videos:
On the whole these were two good runs. I’ve had much better and much worse runs of course.
The AI is by no means perfect but it uses the DSEL techniques in Haskell. I have two languages acting here:
1. A Tetris DSEL
2. Haskell acting as a meta-language over the Tetris DSEL.
What is happening is that for every new brick the game state is queried by Haskell for certain information such as occupied blocks or number of lines. Using this information, by means of Haskell’s case statement I simply trigger one of a possible number of strategies. These strategies acquire certain information from the game state and generate a DSEL script. This script is then carried out by a DSEL script interpreter.
There are numerous problems with the AI and its mostly because I haven’t had time to write more strategies or a more intelligent way to select what according to the selected strategy is the best final brick destination.
That’s about it for now. Let me know what you think.