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  OpenTafl: old terminal graphics meet Old Norse board games  (Read 63358 times)
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Offline Fishbreath
« Reply #30 - Posted 2016-08-23 03:59:18 »

The stable release has gone up to v0.4.2.4b, fixing some bugs I found along the way in v0.4.2.0b. The bleeding edge release is now v0.4.3.4pre, which features a massively improved AI. It's about 50% faster (after JIT warmup) in raw speed, and makes smarter moves thanks to some improved search techniques.
Offline Fishbreath
« Reply #31 - Posted 2016-09-07 15:33:56 »

OpenTafl v0.4.4.0b has been released, the first stable version with the partially-improved AI. It also features puzzle mode, and two annotated puzzles are included.
Offline Fishbreath
« Reply #32 - Posted 2016-09-28 17:13:34 »

OpenTafl v0.4.4.5b is the current stable version. It features four tafl puzzles: as far as I know, the largest assemblage of tafl puzzles in the modern era. (Which is a little sad, but I'm always working on expanding the stable.)
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Offline J0
« Reply #33 - Posted 2016-09-28 20:09:33 »

Do we have Ard Ri yet? Smiley

Offline Fishbreath
« Reply #34 - Posted 2016-09-29 00:57:35 »

J0, yes! Support for limited-move variants arrived in v0.4.3.x, I believe.
Offline Fishbreath
« Reply #35 - Posted 2016-10-28 13:57:25 »

I'm up to, with work under way of 0.4.5.x: the latter will (hopefully) feature some improved AI play, while the former includes all the general bugfixes I've had reason to implement.

Early in November, after I get back from a vacation, I'm planning on spinning up some AWS services to test both the performance of the EC2 instances and the network performance we can expect for the tournament.
Offline Fishbreath
« Reply #36 - Posted 2016-11-15 15:10:16 »

With one month to go before the tournament, I'll be tabling my other game project (which will be announced soon, but since it isn't Java, not here) to pick up OpenTafl again for a month. On my to-do list: AI evaluation improvements, which I hope to make by letting the AI search to depth 1 and seeing why it evaluates bad positions as good positions; and some logistical setup with Amazon AWS.
Offline Fishbreath
« Reply #37 - Posted 2016-12-04 15:21:44 »

AI improvements are in flight: I've tried and undone some interesting ideas for speed reasons, and made some improvements to the evaluation function which make it easier to adjust (albeit a bit slower, since it involves a fair bit of floating-point math).

I have one final structural improvement to make: piece-square tables, a technique borrowed from chess where the evaluation function consults premade tables relating piece type to space on the board, which give a flat score for that kind of piece being on that space. This should help immensely with making the defending taflmen flow outward and the attack taflmen flow inward. It's also relatively simple, and carries effectively no speed penalty. I hope to have that done today.

Also on my to-do list, though this is a little less likely, is tournament support for the OpenTafl server, and UI for same in the client. This is less likely to happen in time, and my expectation is that, for 2016, at least, I'll be running the tournament by hand.
Offline Fishbreath
« Reply #38 - Posted 2017-05-04 23:52:23 »

In the last month or two, I've released several updates. Less interesting: bugfixes and minor improvements to multiplayer UI. More interesting: a full-featured rules variant editor, and support for arrow keys and spacebar to move pieces around the board. Much more user-friendly now.
Offline ags1

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« Reply #39 - Posted 2017-05-06 18:38:16 »

Sounds like good progress! I am working on some non-programming projects at the moment but I hope to come back to Tafl later this year.

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Offline Fishbreath
« Reply #40 - Posted 2017-07-11 13:07:21 »

No real OpenTafl news to report, although I do plan to write a multiplayer front-end for (It seems like that's where most of the online players are gravitating to these days.)

The OpenTafl tournament, however, will be played again in December, 2018!
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