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Turn Based Strategy Game AI, the return


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#1 checkmarkgames   Members   -  Reputation: 165

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Posted 03 February 2013 - 05:44 PM

Looks like I let the old thread go so long that it is beyond necroing.  That actually works I suppose as the past few months have seen quite a bit of change in the project.   I have learned quite a bit and even struck off in a different direction than before.

 

http://www.checkmarkgames.com/2013/02/turn-based-strategy-game-ai-part-9.html

 

Also, instead of watching a video of the AI as in prior installments, you can try your hand at the AI yourself.  A playable copy of the game can be downloaded from:

 

http://www.checkmarkgames.com/p/shattered-throne.html

 

 



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#2 IADaveMark   Moderators   -  Reputation: 2220

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Posted 03 February 2013 - 10:23 PM

TBH,  this would be better suited to a developer journal or whatever GDNet is calling things these days.


Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC

Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI

Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

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#3 Starfalcon2   Members   -  Reputation: 123

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Posted 16 September 2013 - 10:22 AM

Hello Checkmarkgames,

 

I skimmed your blog and found it is useful; however, I confused by date and process. I just skimmed! For example, you said that you had to rewrite codes because your sources was messed up by many factors like small roles, influence maps, AI levels, modules and etc.

 

Anyways, I like to know if you still use influence maps in your Shattered Thrones.

 

I am working on based turn strategy game for Android phones and tablets. I have three type units: air, ground and sea, so I considered to create air, sea, and ground influence maps. Then program will find out to work all influence maps to make the decisioin. Or I should use potential field to deal the environment. Does your program calculate the influence after one unit moved? or just once in a turn?

 

I just think to use state driven, units' roles, several influence maps to handle the AI player. I am doing brainstorm for now. I know it is vague

 

*edited, I typed on my keyboard, and it posted for no reason


Edited by Starfalcon2, 16 September 2013 - 10:48 AM.





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