Game Development Reference
Our Click event handler ignores the parameters that Windows passes in,
so we pass in Nothing when we call the event handler.
5. Add the two end-of-game rules mentioned earlier. Like our other rules, they
need some support from the game. In terms of cost, where do they go in our
ordered list of rules?
6. Add code that has the AI search for moves and make all the moves that it
can. It may be helpful to keep a work list that holds revealed tiles that have
one or more unknown adjacent tiles. It will be far faster to search the work
list than to search the entire playing field. This addition will really show how
powerful the AI can be, although keeping the work list correct may be a
challenge. This code is on the CD.
7. Write a Sudoku game and a rule-based AI for it. Think of the rules you use
to find moves when you play Sudoku. Put those rules into a rule-based AI
and see how well it plays.
[Kirby08] Kirby, Neil. ''AI as a Gameplay Analysis Tool,'' AI Game
Programming Wisdom 4, Charles River Media, 2008: pp. 39-48.
[Laird99] Laird, John; van Lent, Michael. ''Developing an Artificial Intelligence
Engine,'' Proceedings of the 1999 Game Developers Conference, San Jose, CA,
[Laird] Laird, John. ''Part VI: Building Large Soar Programs: Soar Quakebot,''
date unknown, available online at http://ai.eecs.umich.edu/soar/sitemaker/
[Pittman09] Pittman, Jamey. ''The Pac-Man Dossier,'' February 23, 2009,
available online at http://home.comcast.net/*jpittman2/pacman/pacman-