| ThreadedBestFirst is broken at the moment, switch to BFA |
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almost 17 years ago
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| more sync improvements, plus a separate cost for getting hurt |
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almost 17 years ago
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| Fixed major sync problem. Duh. |
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almost 17 years ago
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| Shell prediction |
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almost 17 years ago
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| I do believe this is an improvement to the heuristic. |
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almost 17 years ago
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| Initial shell prediction stuff |
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almost 17 years ago
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| support brick smashing. |
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almost 17 years ago
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| Fixed some completely and utterly wrong math in the heuristic |
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almost 17 years ago
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| Enemy facing direction wasn't being propagated, resulting in desync |
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almost 17 years ago
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| Trying to standardize on a configuration for testing |
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almost 17 years ago
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| Moved StateSearcher back into ThreadedBestFirstAgent |
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almost 17 years ago
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| Default play agent is bestFirst |
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almost 17 years ago
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| Ignore directories of images |
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almost 17 years ago
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| Added my deploy scripts, as they contain nothing secret |
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almost 17 years ago
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| Bring ThreadedBestFirst's search time down a bit to reduce jitter |
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almost 17 years ago
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| Merge commit 'a1k0n/master' |
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almost 17 years ago
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| Use the current agent's name as the window title, not "Mario Intelligent 2.0" |
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almost 17 years ago
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| Improved web page when it looks like they don't have JWS |
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almost 17 years ago
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| Several fixes to world prediction/synchronization. Also better useless action detection. |
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almost 17 years ago
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| i'm pretty sure this is an improvement. |
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almost 17 years ago
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| If you win, you win. Period. No bonuses for going past the goal line. |
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almost 17 years ago
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| Made a more general heuristic for jumping on things, and not falling into holes. |
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almost 17 years ago
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| Keep things moving at 24fps with no "fast forward" if things get slow, correctly this time |
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almost 17 years ago
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| Merge branch 'master' of [email protected]:quattro/Mario-AI-Competition-2009 |
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almost 17 years ago
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| Fixed bug in threaded code, flag variable wasn't volatile |
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almost 17 years ago
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| set enemies alive again if they appear to be alive |
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almost 17 years ago
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| Fixes to enemy resynchronization |
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almost 17 years ago
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| Merge branch 'master' of [email protected]:rictic/Mario-AI-Competition-2009 |
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almost 17 years ago
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| expose whether enemies are dead to a SpriteState public method |
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almost 17 years ago
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| Added web directory with a web page where you can go and play the mario |
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almost 17 years ago
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