Jump to content
  • Advertisement
Sign in to follow this  
HexDump

Tips building IA on games like Yugi-oH, Might and magic, etc...

This topic is 3707 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi all, I´m in the process of building the IA for a game that more or less is the same that the ones listed in the topic. I have little IA knoledge (well... I have done some platform enemy IA, tetris, etc... basic stuff), and I don´t see how to create good enemy players IA for a game like this. There are thousand of possibilites. I have thought about using a Neuronal nertwork but I should let it play lota time to get good results (or this is what I think). Could any one give any tip, insight, etc... on this? Thanks in advance, HexDump.

Share this post


Link to post
Share on other sites
Advertisement
Not to be a wise-guy or anything, but you are refering to AI (Artificial Intelligence), right?

Usually the rule of thumb is to make it look more advance than it really is, remeber - the illusion of intelligence is just as good as the real thing. :)

For instance, when the CPU has found another player:

if stronger than player, attack
if weaker than player, run away.
if equal strength, move closer to reinforcements.
etc...

The key is to add random elements to it, so that you really can't anticipate what the CPU will do. You will probably find that the simplest possible solution could provide just as much fun as a complex neuron network AI.

Hope it helps!

/Robert

Share this post


Link to post
Share on other sites
Hi Rasmadrak,

you´re right I´m refering to IA (AI in spanish :)), sometimes I misspelled.

Well, what you said is really true, but I see thousand of possiblities in this type of games, so... I´m a bit overloaded :D. This is why I asked for some help.

Anyway I have to think more about it,

Thanks in advance,
HexDump.

Share this post


Link to post
Share on other sites
I dont know how Yugi-oH works, but I did work on the Might and Magic series, if it's the PC game your talking about. For games with such complex simulations ( and they were very complex, with spells, counter spells, damage modifers, 2ndary spell effects, etc..). If i remeber correctly the way it worked was it actually ran the simulation engine and did a search of possible moves and ranked them. Essentially doing an A* search and at each step the state of the battlefield was tokenized and the simulation actually ran to search for the next best moves. Don't know how deep the search wen't, and I'm sure they wrote some huersitic for generating moves, so they can avoid totally incorrect ones.

This was ofcoruse expensive CPU wise, but with todays machine you can do a much deeper search and potentially have stronger AIs.

Good Luck!

-ddn

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!