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#googlegemini

6 posts5 participants0 posts today

One more AI experiment this weekend.

Had it build a puzzle game that reminds a bit of Tetris.

Fed several pages of detail spec into the AI (Google Gemini 2.5 pro), got a working Phaser/JS game after the second "now build that part that you marked as TODO" prompt. Fixed some misunderstandings fast. Nearly despaired in the seemingly trivial rewrite of a high-score scene into a highest-level-reached scene. Claude 3.7 did a bit better but not much.

My conclusion:
- generating small apps (the limit increases with every LLM version) works near perfect by now.
- refactoring is still an issue, particularly when it comes to UI design / layout / styling.
- Without dev skills, it is very hard to create an app that does what you want.

TL;DR: I used Google Gemini 2.5 Pro to create what might be the strongest (and perhaps only) app for the Namibian board game Hus. Gemini wrote ~99% of the code, cutting development time from weeks to hours, despite minor issues with specific rules and refactoring. My focus shifted from code quality to basic checks. Early analysis suggests player 2 has a winning advantage in the standard Hus rules on a 8x4 board.

With the (massive) help of Google Gemini 2.5 pro (experimental) I present: the probably strongest Hus playing app on this planet. Hus is a board game stemming from Namibia.

(okay, seems to be the only one, according to googling, and Gemini took a single prompt to implement a basic Alpha-Beta tree search, that works very well for a game where players have something like 10 moves, and complete information).

agsteiner.neocities.org/Kalaha

Experience from working with Gemini on this:

- it could code 99%, making virtually no bugs. I changed only about 10 lines of code of >1000 lines of Javascript
- we did have a longish dispute because it wouldn't want to understand how a game where both players move their stones counterclockwise works.
- Creating a second flavor of the game that works a bit differently didn't work so well, so refactoring is still not its strength.
- Overall creating four independent little apps (one playing with one ruleset, the other with a slightly different ruleset, and two simulations to do fast engine-vs-engine match to get strong game logs) took me 2-3 hours, instead of 2-3 weeks that hand coding would have taken.
- I notice that I am moving away from trying to understand the code, and wanting beautiful code to something like "developer due dilligence" (did a hacker compromise the AI and code a virus into my app), and not caring too much about how the code looks.

Also from a lengthy 12-ply self-play it seems that this variation of the game is won for player 2. First evaluation is "player 2 wins 13 stones", which is pretty decisive already.

The original variation where you don't capture stones on the row behind the inner one gives more balanced games.

#hus#kalaha#mancala