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# mudslinger

Member Since 21 Oct 2010
Offline Last Active Jun 14 2015 08:55 AM

### Cryptographically secure p2p implementation of GG

13 April 2013 - 12:57 PM

Hello,

I have a question about how to create a mutual p2p trust between two players of this game. We have this stratego-like board game with game pieces of various ranks. When a there is a challenge between two pieces (they go to the same square) the winner (higher rank) is determined by a third party. The opponent's game pieces are never revealed to the other player.

How would I make a p2p program that doesn't require a third party and doesn't reveal the game pieces?

Problems with some suggestions:

Mental Poker - no, because the cards are revealed at some point.
Homomorphic encryption - no, because this requires the same encryption key.
Yao's millionare problem - no, because the higher piece doesn't always win, there are exceptions (see Spy and Private in the wiki link below)

### AI for a simple shedding card game

10 October 2012 - 08:03 AM

Hello,

We have this game with 4 players where each players take turns to discard cards that must be higher than the ones previously discarded. The last player with remaining cards loses. I have code on the gameplay, and the AI has code that can list valid combinations from the cards that it has.

I'm planning to use Monte Carlo playouts.

What do you think?

### Find poker combination in a set of cards

10 October 2012 - 07:48 AM

Hello,

I'm looking for an algorithm that finds the poker combinations (specifically straight, flush, full house, four of a kind, and straight flush) in a set of 13 cards. The most naive implementations is to check each element in a power set of the cards (hence 1287 possible combinations), but experience tells me there is always a better way.

thanks.

### Game of The Generals AI

21 October 2010 - 08:22 AM

Hello.

We have a board game called Game of The Generals. It's played on a 9 x 8 bored and players are free arrange their pieces on the lower three rows according to their strategy. Players are not allowed to see each other's pieces.

http://en.wikipedia....of_the_Generals

Writing an AI for this is difficult since players can't see what the pieces are unlike chess. One of the ideas I thought of was setting probabilities to each enemy piece and adjusting as pieces reveal themselves through the game (e.g. a piece eliminating a lower ranking piece). The good thing about this game is that pieces can only move one square per turn, and should simplify the search tree.

Any tips?