• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


  • Content count

  • Joined

  • Last visited

Community Reputation

110 Neutral

About Billda

  • Rank
  1. Not only does minimax require alternating turns, but it also only works for two players. There is another paradigm for building AI for board games that is way more flexible: Monte Carlo Tree Search. It can handle multiple players, simultaneous decisions and randomness without much trouble. The best go programs use MCTS, even though it is in the class of games where minimax can be applied. The main reason for this is that, unlike minimax, MCTS doesn't require an evaluation function, and nobody knows how to write a decent evaluation function for go. http://senseis.xmp.net/?MonteCarloTreeSearch http://senseis.xmp.net/?UCT (UCT is a specific algorithm of the MCTS family) If anyone has better links for MCTS, please post them. Thank you very much, it seems like exactly what i need
  2. Hi, I am writing bachelor thesis about different approach of AI in clone of Bomberman game. My clone is simplified with few things. Every player has to make some action every second and moves are discrete from one tile to another.   First approach that I tried was A* pathfinding. At the start of game cycle, player checks if he isnt in range of some bomb. If he is, A* for hiding is started. If no bomb is around and he cannot kill anybody with placing bomb right now, he try to find best way to nearest player. This approach is good enough and player is quite smart.   Next approach i was planning to try was with game tree algorithms - minimax, alpha-beta pruning... At this point i realized that every article i found about minimax assumed that players alternate with moves. In bomberman this isnt true, everybody make action at the same time. With that information. If i have 4 players and 5 actions (moves and bomb place), at every cycle there could be 5^4 possibilities of actions. It is quite a large number and in game tree with depth 3 it is impossible to search.    So my question is - is there any better way? Or any algorithms that are based on this type of game where everyone make move at the same time?  Or game tree is in this situation bad idea?   Thanks for all suggestions.