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3 Posts

Battleship» Forums » General

Subject: Linear Theory of Battleship rss

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Martin
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I came across this blog post while trolling Google+ and thought it may be of some interest to regulars here.
It chronicles one man's attempt to create a contest-winning battleship AI with a linear combination of probability matrices... or something like that.
He explains in generous detail how he came up with his probability matrices and how they all come together in his AI.
He also made his data available in the form of a cheat sheet that may improve your Battleship scores. I don't care enough for Battleship to try it out, but some real probability nuts may get a kick out of it.

Enjoy! http://thevirtuosi.blogspot.com/2011/10/linear-theory-of-bat...
 
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  • Last edited Mon Oct 10, 2011 11:36 pm (Total Number of Edits: 1)
  • Posted Mon Oct 10, 2011 7:48 pm
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John "Omega" Williams
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Neet. But given the number of moves and the number of possible ship potitions. It will likely even out at some point.

It also depends on wether or not the smallest ship is 2, or 3 spaces long. Those little 2-spacers can play havoc with patterns.
 
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Eddie
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Stumbled across a similar article recently:

http://www.datagenetics.com/blog/december32011/index.html

The guy claims to have come up with an algorithm that almost halves the number of moves needed compared to random shooting.

Gotta be honest: I'm not a fan of Battleship, nor am I in any way mathematically gifted. Aaaaand I didn't read the article. I did skim it, though. Sort of. (I saw a couple of the's and this's and called it good.)
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