Games

World's Biggest Pac-Man

This is pretty neat, from Microsoft of all places:

Yesterday at the MIX11 conference, Microsoft revealed a project undertaken with Soap Creative and Namco Bandai: The World's Biggest Pac-Man, an HTML 5 version of the iconic arcade game with user-created levels. Every maze is connected, allowing players to use the "exits" on the side of a maze to enter another one -- even if it feels really wrong to leave a maze partially completed (so wrong). The rapidly expanding continent of Pac-Man mazes currently includes 1420 separate screens.

via Joystiq.  I played it for a bit, the levels aren't all great, but the concept is pretty cool.

 

 

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Five Pawns, a Simple Chess Game

At the beginning of this year, I released Four Pawns, a very basic strategy game. The idea is simple -- on a 4x4 chess board, two players each have four pawns, and you win by either getting a pawn to the other side of the board, eliminating all the other players pieces, or blocking them from moving.

The concept is simple enough, and I wrote a decent AI system for it, but it was relatively easy to win the game, because I limited the amount of processing per turn that the computer would do to pick a move. As a result, the computer wasn't able to look as far ahead as a human player might, and didn't win as much.

The general solution to this is to precompute a couple million boards, and store the results. Then, the AI just looks it up. The AI gets a lot smaller, and also a lot faster. So, I wrote some code to do this, outputted it in a way that made a file that wasn't too huge, and updated the game.

That makes the 4x4 version of the game virtually impossible to win for a human. Basically every move has been computed, and the computer will kick you ass over and over again.

My real plan the whole time was to make a 5x5 version of the game, but Five Pawns failed because the AI was even more limited than in Four Pawns, so it was pretty easy to beat. But now, with a couple bazillion moves computed, it's a lot smarter. Here goes:

UPDATE: Code available on github

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Zynga - Farm Villains

I've posted/written a couple things about Zynga before. This SF Weekly article:FarmVillains -- is really great. Best quote:

One of the more common complaints among former Zynga employees is about Pincus' distaste for original game design and indifference to his company's products, beyond their ability to make money. "The biggest problem I had with him was that he didn't know or care about the games being good — the bottom line was the only concern," a former game designer says. "While I am all for games making money, I like to think there's some quality there."

That's sad.

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