I'd like to come to know some varying technics for programming an AI for a turn based game. I am aware of Min-Max-Trees and Alpha-Beta-Search, but I'd also like others as there might be games that can only hardly benefit from such trees or that are too complex for them. However, I hardly found any ressources in this matter.
I also looked in the pinned topic about AI books and sites, but most of it are focussed on real time applications. Take for example the FSM, which would have to be extremely complex to yield satisfying result in a lot of turn based games.
So can you recommand any ressources or technics for that matter?
Edited by Robot334, 05 July 2014 - 11:35 AM.