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#ActualAticAtac

Posted 21 September 2012 - 06:28 AM

I've done all the programming (iOS, Android) for a game, only the A.I. is left.
It is basically a turn-based board game (see below description) with easy rules, hard to master ;)
I bet i need to use minimax, but i would like to discuss here possible solutions and strategies.

The game:
- 2 players board game , turn based
See Attachment for the playingfield

Each player has a home-base with 5 slots, inside each 3 figures (column 0 and 7)
Player1 (green) is playing from left to right and Player2 (magenta) right to left

The "~" are traps, figures moving on these fields are destroyed

On each move a player can do this:

- move 1 or more figures out a base
  -> if there is a figure outside, that outside-figure is destroyed, doesn't matter friendly or not
- move figures (not in the base) 1 field to left/right,
  -> 3 different moves possible: right, up-right, down-right. For top and bottom: If figure leaves the board it comes out on the other side.
  e.g. figure at row=0,col=2 moving up-right will land at row=4 , col=3
  -> all figures must move, there is no selective move
  -> if a figure steps on a hostile figure, the hostile figure is destroyed
  -> if a figure steps into hosilte base, all hostile figures inside that slot are destroyed, the figure returns to home base (same slot on the opposite side)

A player wins, once all hostile figures are destroyed.

To be honest, I've already implemented an A.I. with minimax + alpha/beta pruning, but its not playing very well.
One thing i need help is the evaluation function. I am not sure how handle it correctly.

Any help welcome!Posted Image

#1AticAtac

Posted 21 September 2012 - 06:27 AM

I've done all the programming (iOS, Android) for a game, only the A.I. is left.
Its basically a turn-based board game (see below description) with easy rules, hard to master ;)
I bet i need to use minimax, but i would like to discuss here possible solutions and strategies.

The game:
- 2 players board game , turn based
See Attachment for the playingfield

Each player has a home-base with 5 slots, inside each 3 figures (column 0 and 7)
Player1 (green) is playing from left to right and Player2 (magenta) right to left

The "~" are traps, figures moving on these fields are destroyed

On each move a player can do this:

- move 1 or more figures out a base
  -> if there is a figure outside, that outside-figure is destroyed, doesn't matter friendly or not
- move figures (not in the base) 1 field to left/right,
  -> 3 different moves possible: right, up-right, down-right. For top and bottom: If figure leaves the board it comes out on the other side.
  e.g. figure at row=0,col=2 moving up-right will land at row=4 , col=3
  -> all figures must move, there is no selective move
  -> if a figure steps on a hostile figure, the hostile figure is destroyed
  -> if a figure steps into hosilte base, all hostile figures inside that slot are destroyed, the figure returns to home base (same slot on the opposite side)

A player wins, once all hostile figures are destroyed.

To be hones, I've already implemented an A.I. with minimax + alpha/beta pruning, but its not playing very well.
One thing i need help is the evaluation function. I am not sure how handle it correctly.

Any help welcome!Posted Image

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