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  #861  
Old 04-10-2014, 09:49 PM
squashy squashy is offline
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Quote:
Originally Posted by Scorpion008 View Post
Dat board health tho!
I no rite?!!! People are so freaking good!
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  #862  
Old 04-11-2014, 03:42 AM
BenW BenW is offline
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There was a thread a few days ago on Asher's Twitter account about what could be done to better balance the difficulty of the game post-768 or post-1536. Some of the ideas were to restrict the range of the '+' cards (i.e. raise the lower limit above 6), or to give stronger hints about the bonus cards; e.g. '+' for one digit, '++' for two digits, '+++' for three digits. (or '+' for 6/12, '++' for 24/48, and '+++' for 96 and above.)

Another idea that just occurred to me would be to reduce the 12-card "deck" to 9 cards (three 1's, three 2's, three 3's) once the 1536 tile is reached. This would preclude the current worst-case scenarios where the "color count" goes to +- 4, which are basically unsurvivable if they occur at critical moments.

Any other ideas how to make the 6144 card slightly more achievable, without bending the rules too much? I've achieved 1536 a handful of times now, but not yet 1536/768, and I'm nowhere close to Whalend yet. (Congrats solrelami, nicely done!)
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  #863  
Old 04-12-2014, 11:29 PM
BenW BenW is offline
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So close!! (Final score, 88,683, currently #223 in the Game Center rankings.) I'm getting my Threes strategy down to a science!

Here's my strategy: I line up the largest cards along the right side of the board, with the highest at the top. This card never moves. Then I make sure the right column is full, which gives me three degrees of swiping freedom: down, up, right.

From there, it's a matter of keeping the larger cards migrating to the right, which I'm slowly getting better at, and merging them into the rightmost column when they get there. When the rightmost column can merge upward, I quickly fill in the lower-right gap (ideally with a large card) to restore the three degrees of freedom.

It's important to keep a nice "convex" healthy board, avoiding small cards sandwiched between large ones. This game was easily on track for the 3072 card until the pesky 192 bonus showed up! A hint that that it was huge (e.g. '+++') would have been extremely useful here.

Must get Whalend! I'm addicted! Halp!
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  #864  
Old 04-13-2014, 02:00 PM
dancj dancj is online now
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After being thoroughly addicted to 2048 for a couple of weeks I've finally caved and got Threes. That's at least one sale they owe to the clones. I'd never have bought this without 2048 showing me how addictive a game like this can be.
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  #865  
Old 04-14-2014, 01:49 PM
dancj dancj is online now
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Ćaand yes it is rather addictive.

I got over 7000 on my first go, but still haven't made it to 8000 - and haven't managed to get a tile higher than 384.
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  #866  
Old 04-18-2014, 01:50 AM
BenW BenW is offline
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At long last, Whalend! Caught on video...

http://www.youtube.com/watch?v=SVuLAScnFqM
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  #867  
Old 04-18-2014, 08:50 AM
Nicola Salmoria's Avatar
Nicola Salmoria Nicola Salmoria is offline
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Quote:
Originally Posted by BenW View Post
At long last, Whalend! Caught on video...

http://www.youtube.com/watch?v=SVuLAScnFqM
Well done!
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  #868  
Old 04-18-2014, 05:40 PM
BenW BenW is offline
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Originally Posted by Nicola Salmoria View Post
Well done!
Thanks! Just got Whalend again, second game in a row! Final score 187,971, good for #97 on the high-score list. I was sure that finally getting Whalend would cure my addiction, but alas...

If you're still playing with your AI, I'd recommend assigning a very high weight to keeping the highest card in the corner, and keeping the next-highest cards adjacent along an edge. In my entire game I think I only moved the high card once, and was lucky to be able to move it back quickly. This gave me the entire rest of the board to work on making the next-highest card. My general strategy is typically to look for the longest nearly-complete "snake" on the board, and work towards completing and collapsing it before focusing on the next-longest snake.

Also, if I have three large cards in a row out of order, like { 96, 48, 192 }, my first priority is to match the 48 and collapsing the group to a 384. You had mentioned your AI penalizes these out-of-order sequences; I presume it's smart enough not to penalize e.g. { 3, 1, 2 }, but probably it should more strongly penalize e.g. { 96, 3, 96 } than { 6, 3, 6 }, because {6, 3, 6 } is easily fixed whereas { 96, 3, 96 } can stay problematic for a long time. In fact, {96, 48, 192 } is a pretty good sequence to have if there's a 24 next to the 48.

Another idea: your AI currently has two phases of lookahead, where you first exhaustively look e.g. 4 moves ahead trying all possibilities, then look an additional 3 moves ahead inserting blank spaces. In between these, or instead of the blank spaces, could you try a move or two inserting "rocks" that can't be merged with anything? this could keep the exponential game tree more manageable, while better simulating what actually happens in the game.
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  #869  
Old 04-19-2014, 02:56 PM
dancj dancj is online now
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Does anyone else have a problem with this game disconnecting from Game Centre so it doesn't upload the score? My two highest scores (25k and 27k) are not showing on Game Centre because of this and it's really annoying.
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  #870  
Old 04-19-2014, 04:47 PM
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Nicola Salmoria Nicola Salmoria is offline
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Quote:
Originally Posted by BenW View Post
If you're still playing with your AI, I'd recommend assigning a very high weight to keeping the highest card in the corner, and keeping the next-highest cards adjacent along an edge. In my entire game I think I only moved the high card once, and was lucky to be able to move it back quickly. This gave me the entire rest of the board to work on making the next-highest card. My general strategy is typically to look for the longest nearly-complete "snake" on the board, and work towards completing and collapsing it before focusing on the next-longest snake.
Unfortunately I'm too busy with other things at the moment.
One thing I did try was to encourage the AI to keep cards in increasing order on each line; but that gave worse results.
Simply encouraging it to keep the highest card in a corner might be interesting, then the rest should follow automatically from the rule that encourages keeping consecutinve cards next to each other.

Quote:
Originally Posted by BenW View Post
Also, if I have three large cards in a row out of order, like { 96, 48, 192 }, my first priority is to match the 48 and collapsing the group to a 384. You had mentioned your AI penalizes these out-of-order sequences; I presume it's smart enough not to penalize e.g. { 3, 1, 2 }, but probably it should more strongly penalize e.g. { 96, 3, 96 } than { 6, 3, 6 }, because {6, 3, 6 } is easily fixed whereas { 96, 3, 96 } can stay problematic for a long time. In fact, {96, 48, 192 } is a pretty good sequence to have if there's a 24 next to the 48.
Good point, the AI does indeed know that 3,1,2 is a good sequence but makes no difference between the other sequences you mention.

Quote:
Originally Posted by BenW View Post
Another idea: your AI currently has two phases of lookahead, where you first exhaustively look e.g. 4 moves ahead trying all possibilities, then look an additional 3 moves ahead inserting blank spaces. In between these, or instead of the blank spaces, could you try a move or two inserting "rocks" that can't be merged with anything? this could keep the exponential game tree more manageable, while better simulating what actually happens in the game.
I had tried that, but it didn't work as well as simply leaving the spaces empty.
I don't fully understand why it works at all, since the extra space could encourage the AI to put the board in risky positions, but the simulations say it does.
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