Kubisme
Kubisme (Cubism) is an AI trying to play Tetris.
Version 83
Parameters (78th generation) without I-potential.
Version 82
Parameters (60th generation) without I-potential.
Version 81
Removed I-potential detection.
Version 80
Rolled back the 3-ply parameters.
Version 79
Parameters based on 3-ply simulations and a bugfix in lock row.
Version 78
Taking opponent first filled into account did not pay off. So removed.
Version 77
SingleEmpties not longer commented out (ouch!) New parameters. Fix in finding skips, and finding paths on ply 2 and deeper.
Version 76
Overflow fix on opponent.
Version 75
Take first filled of the opponent into account. Removed evaluation of tunnels and other unreachable potential. Is seems not to work.
Version 74
New parameters.
Version 73
New way of handling curves in parameter generation.
Version 72
Always check on unreachable holes. Check paths in endgame. Added evaluation for to penalize unreachable rows with potential.
Version 71
Take height of unreachables into account when valuation unreachables.
Version 70
Rolled 3ply stuff back too.
Version 69
Rolled back to Version 65 with 'Improved speed of path finding enormously' of Version 66.
Version 68
New parameters fine-tuned on 3 ply.
Version 67
New parameters and exclude delta score for more than 3 ply.
Version 66
Increased opponent analysis to 3 ply. Only search for I-potential with 'deep tunnels'. Take first filled of opponent into account for the score of a field. Improved speed of path finding enormously.
Version 65
Extended curved parameters.
Version 64
Introduced curved parameters, and single T-spin detection. Score 0.67.
Version 63
Divide by zero exception bug fix for winning on ply 2 and 1, and losing on the next turn.
Version 62
Fixes for bugs with getting T-spin bonus (resulting in way to high scores). Added all 7 blocks for ply 3. Score 0.60.
Version 61
Parameters with a score 0.74.
Version 60
With parameters of version 56.
Version 59
Fixed endgame evaluation, improved T-spin detection. New parameters, and unreachables count as two holes per line.
Version 58
For now, only 2 ply deep. Tweak in factor for unreachables.
Version 57
Hopefully improved parameters.
Version 56
Split parameters in default and endgame, and added second ply for opponent evaluation.
Version 55
Rolled back the parameter changes, as they performed shit.
Version 54
Fixed a painful block path finding bug. Updated parameters because of this bug.
Version 53
Added penalties for single empties.
Version 52
Send the last move that was found, not the be losing directly, and an update of the logging.
Version 51
Re-introduced garbage in the evaluation, using the worst outcome of the current block, and detecting potential win on the current block.
Version 50
Just new parameters.
Version 49
Added losing-changes for row 1/4, and keep that in the evaluation for depth 1.
Version 48
Re-introduced combo-potential. Removed score for empty cells (not for empty rows). Use 'locks' instead of 'garbage' to simulate less space through time (due to actions of the opponent). Both faster and less random.
Version 47
Removed unreachable distance detection, changed branching factor. Added detection of multiple row clearance potential.
Version 46
Removed wall score, added distance to unreachable hole.
Version 45
Totally re-written field evaluator.
Version 44
Fixed a Skip bug. (Skip instead of Skips,drop)
Version 43
Removed opponent logic, simplified the evaluator.
Version 42
Applied new rules, without taking the 'skip' move into account.
Version 41
Redesign of time management, and fix of evaluation of row difference.
Version 40
Bug-fixes from live resolved.
Version 39
Changed branching, used a fixed number of blocks for ply 3 and deeper.
Version 38
Due to disk space issues on the server, this compilation failed.
Version 37
Radically change in evaluation the position. Move focus on the position relative to the opponent.
Version 36
Tweaked parameters based on one line of garbage per 4 instead of 6 points.
Version 35
Fix for positions of S and Z block after rotation left and right.
Version 34
Detection for unreachable lines (mainly garbage) and the reachables.
Version 33
Bug fix for paths of I,S, and Z blocks. Tweaked detection for T-Spin.
Version 32
Fix in path generation for long (30+) paths. Added T-Spin detection and parameters.
Version 31
Fix in path finding. added T-spin point. Changed evaluation; check for free rows, instead of free cells.
Version 30
Last blockade detection and path finding for filling holes.
Version 29
Disabled combo bonus for rows of 9.
Version 28
Tweaked parameters based on the simulation fix.
Version 27
Yet another time consumption tweak.
Version 26
Fix in time consumption.
Version 25
Tweaked branching factor based on available blocks, potentially leading to two ply more.
Version 24
Re-factoring if the block object. Different implementation handle block type specific logic, including a test on the availability of the path.
Version 23
New parameters and a block node lock row fix.
Version 22
Max depth to 5, and higher branching, to prevent time-outs.
Version 21
Fix in add garbage rows.
Version 20
Bug fixes and testing added. New live data needed.
Version 19
Clearing fix, extended logging.
Version 18
Disabled filling (for now), implemented new rules.
Version 17
Fix in starting position, first taken in to account in Version 16.
Version 16
Further tweaked the parameters. Reduced the branching factor even further. On top of that, Introduced path finding for filling (reachable, duh) holes.
Version 15
Introduced a rudimental combo potential detection, and tweaked (increased) the branching factor a bit. Based on a stronger virtual opponent and the compo potential, updated parameters as well.
Version 14
Fixed the determination of blockades, and of the the contacts with the right wall. Furthermore, the parameters were updated. On top of that, the search depth is extended. In practice, it searches up to 6 ply.
Version 13
Failed to compile on TheAIGames.com due to some not supported reflection code?!
Version 12
Added block per row count specific weights.
Version 11
Changed the genetics for optimizing evaluation parameters. With improved parameters and more checked variations.
Version 10
Updated evaluation parameters. (Not that successful).
Version 9
Fixed the swapped L rotate left and right.
Version 8
Fixed rotate right bug (was move right).
Version 7
Fixed a lot of bugs, enabled evaluation of one 'unknown' block as well.
Version 1
First attempt. Local runs (without competition) run 75 points on average before dying.