![]() ![]() It was a barrier to entry, and the team recognized this. It was so hardcore that it actually turned some people off. Wipeout has always been known for its intense, hardcore racing in the past games, you were not only fighting the other players but you’re also fighting the track. Michael Pulst, Assistant Producer: We’ve made the tracks a little bit wider. PlayStation.Blog: What are longtime fans likely to notice first about Wipeout 2048 on PS Vita? Read on for highlights from our interview. We recently interviewed producer Michael Pulst, who gave us a tour of the new control options (front and rear touchscreen as well as motion controls), gameplay refinements, and multiplayer support between PS Vita and PS3. ![]() This fast-paced combat racer has appeared on every single PlayStation console, and now it’s preparing to make the jump to PS Vita with Wipeout 2048. We find that compositions of evaluation functions that maximize empty spaces and monotonicity of tiles on the board-especially those that prioritize high numbers of empty spaces above prioritizing higher monotonicity- perform the best out of all compositions that we test.If there’s any game series that’s synonymous with PlayStation, it’s Wipeout. In order to test these, we create a system that takes basic predefined heuristic evaluation functions as input parameters, generates compositions from these functions with certain rules, and automatically tests all of them with a specified number of games. In this paper, we test the effectiveness of several basic heuristics in a simple 2048 solver. Furthermore, two or more possible moves can frequently produce the same score as evaluated by the same heuristic function, requiring either a random choice, or the use of a secondary or back up evaluation function which itself in turn may produce a tie. The choice in heuristic evaluation function can dramatically affect the moves chosen by the solver. A common way to implement a 2048 solver involves searching the game tree for the best moves, choosing a move and scoring the game board using some evaluation functions. We are, however, interested in using only basic heuristics, the kind that could be conceivably employed by human players without the aid of computation. ![]() Many complex solvers, often developed using neural nets are available and capable of achieving very high scores. In particular, the game will always terminate whenever the sequence of allowable tile values has arbitrarily large gaps between consecutive values.Ģ048 is a simple and intriguing sliding block puzzle game that has been studied for several years. For variants of 2048 using tile values for which greedy change-making is suboptimal, it is the greedy strategy, not the optimal representation as sums of tile values, that controls the length of the game. A widely-followed strategy in 2048 maintains tiles that represent the move number in binary notation, and a similar strategy in the Fibonacci number variant of the game (987) maintains the Zeckendorf representation of the move number as a sum of the fewest possible Fibonacci numbers our analysis shows that the ability to follow these strategies is intimately connected with the fact that greedy change-making is optimal for binary and Fibonacci coinage. We analyze the maximum score achievable in these games by proving a min-max theorem equating this maximum score (in an abstract generalized variation of 2048 that allows all the moves of the original game) with the minimum value that causes a greedy change-making algorithm to use a given number of coins. The 2048 game involves tiles labeled with powers of two that can be merged to form bigger powers of two variants of the same puzzle involve similar merges of other tile values. ![]()
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