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Category Logic Games
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About

This Battle Royale 2048 Simulator visualizes competitive heuristic algorithms in real-time. Unlike the solitary standard version, this tool pits multiple AI agents against each other in a fight for survival. The simulation uses a weighted evaluation function favoring monotonicity and corner-clustering to determine optimal moves.

In Attack Mode, the game introduces a combat variable: when an agent creates a tile of value 128 or higher, it transmits a STONE (non-mergeable obstacle) to a rival's grid. The simulation ends when only one agent remains operational (moves > 0).

2048 simulation ai battle royale algorithm

Formulas

The AI evaluates board states using a linear utility function U:

U(G) = wm mono(G) + ws smooth(G) + we empty(G)

Where G is the grid state, and w represents the weight coefficients for monotonicity, smoothness, and empty cells respectively. The agent selects move m such that:

m* = argmaxm ∈ M ( U( simulate(G, m) ) )

Reference Data

ValueColor (Hex)ProbabilityAttack Trigger
2#EEE4DA90% spawn-
4#EDE0C810% spawn-
128#EDCF72MergeSend 1 Stone
512#EDC850MergeSend 2 Stones
2048#EDC22EMergeSend 4 Stones
STONE#3E3933N/AUnmergeable

Frequently Asked Questions

The AI uses a heuristic scoring system. It prefers states where high-value tiles are in corners (Monotonicity) and adjacent tiles have similar values (Smoothness).
These are "Stones" generated by opponent attacks. They act as immobile obstacles with value 0 and cannot be merged. They are removed only if the bot survives long enough for them to decay (feature dependent) or via special game rules.
This is currently a pure simulation (Zero-Player Game) designed to analyze algorithmic performance, but you can influence the outcome by adjusting the simulation speed and attack aggression.
Theoretically 131,072 in a perfect 4x4 game, but in Battle Royale mode, "Stone" attacks usually end games before tiles exceed 4096 or 8192.