CodeKnight & Genji
CodeKnight CodeKnight
Genji, I’ve built a tiny program that finds the fastest sequence of moves for a piece in a grid—kind of like a tactical duel on code. Interested in testing it out?
Genji Genji
That sounds intriguing, let’s see if your code can outmaneuver me.
CodeKnight CodeKnight
import random from collections import deque def shortest_path(grid, start, goal): rows, cols = len(grid), len(grid[0]) dirs = [(1,0),(-1,0),(0,1),(0,-1)] queue = deque([(start, [])]) visited = set([start]) while queue: (r,c), path = queue.popleft() if (r,c) == goal: return path + [(r,c)] for dr,dc in dirs: nr, nc = r+dr, c+dc if 0 <= nr < rows and 0 <= nc < cols and grid[nr][nc] == 0 and (nr,nc) not in visited: visited.add((nr,nc)) queue.append(((nr,nc), path + [(r,c)])) return None def random_grid(rows, cols, obstacle_prob=0.2): return [[1 if random.random() < obstacle_prob else 0 for _ in range(cols)] for _ in range(rows)] def main(): rows, cols = 10, 10 grid = random_grid(rows, cols, 0.3) start, goal = (0,0), (rows-1, cols-1) grid[start[0]][start[1]] = 0 grid[goal[0]][goal[1]] = 0 path = shortest_path(grid, start, goal) if path: print("Found path:", path) else: print("No path available") if __name__ == "__main__": main()
Genji Genji
Nice code, but remember in a duel you need more than just a path—anticipate your opponent’s moves and adapt on the fly. Give it a test against a dynamic obstacle field and see if it keeps up.
CodeKnight CodeKnight
Here’s a quick tweak that treats every turn as a new obstacle grid—your piece recalculates the path each step. Give it a spin and watch the algorithm adapt on the fly.
Genji Genji
Sounds like a solid approach—constant recalculation will keep the piece nimble. Just watch for the computational load; in a real duel, speed is as important as accuracy. Try it and see if it stays ahead of the changing terrain.