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The obligatory Halo 2 partial review and thumbs up.

I learned my lesson with Fable, so I'll try desperately not to start a flame war of any sort here. Up front, I'm giving the game a definite thumbs up. If you are the kind of person that likes to flame, then leave now knowing that I've given your favorite...
Posted by Justin Rogers | 160 comment(s)
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An overview of the physical multiplayer borders in online gaming, with a focus on Poker.

This is a direct request from a reader related to some of my past Poker engine work, so if you want a .NET post, then catch me later. The primary focus of the question was the design and architecture that is instituded by the larger poker sites in order...

Visualizations help, so I've uploaded a BitBoard viewer for the chess algorithms to Project Distributor

Yeah, yeah, yeah, I'm still pimping out Project Distributor, but it really is a great little tool. We should be able to go live and take new users/groups soon, and the source code may get posted up as a project as well so you can host your very own toolbox...
Posted by Justin Rogers | 13 comment(s)
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I had some awful rook move generation code before, but I refactored that into an interesting bit-shift algorithm.

There are basically two interesting ways to create rook moves. The first is what I call striping, and it involves creating data points for each rank and file on the board. This requires you create 16 longs and can be done very quickly. In fact creating...
Posted by Justin Rogers | 1 comment(s)
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Move generation for a chess engine is more crucial than I originally thought. Thankfully, it is easy.

Given any location on the board, the valid destinations for a specific piece are always able to be precalculated. That means given an array of long values (BitBoards) you can store all possible moves for a specific piece by creating a 64 element array...
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Focusing back on the chess engine in order to get a chess web service up and running...

Alrighty, I'm back on the chess engine I think. I got sidetracked a bit with some other ideas, some of which I'll be hanging onto through the weekend, but the chess engine is definitely a priority. I had figured the entire process would be a bit easier...

Create random number filtering devices using the VectorChanceTree

If you are curious why we would need to filter random numbers that come out of a PRNG, then we should probably get you a full set of the Game Programming Gems series. The problem with a PRNG or even a full scale NSA class RNG is that random results aren...
Posted by Justin Rogers | 7 comment(s)
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Creating a fixed impression ad rotation device from the VectorChanceTree

Time for some real world scenarios. I've mentioned quite a few, but the first one I'm going to implement is an ad rotation generator, even though, I haven't talked about ad rotation up to now as a possible use. Well, now I am, the VectorChanceTree happens...
Posted by Justin Rogers | 9 comment(s)
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Upgrading a probability selection tree to a binary indexed array for dynamic probability changes

I'm focusing here on using C# as the primary language, so there are certain assertions I won't be able to make because of the way the language works. For instance, a binary indexed array is almost always faster in C/C++ than a tree structure, but in C#...
Posted by Justin Rogers | 2 comment(s)
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Are neural networks data or code? Game developers always have an interesting twist...

There is no answer citing whether or not a neural network is data or code, instead a game developer will tell you to use what works. Hard-coded designs operate quite a bit faster than data consuming designs for many different reasons, but for the same...
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