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About sefiroths

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  1. sefiroths

    Ai for Game: whitehall mystery

    Hi, Thanks for the answers. The Game is turn-based and the "visibility " of the policeman is 1 adiacent node of the graph and only if they search for clues... the killer should reach his destination in 15 moves. seem pretty hard to use this method, or am I wrong? thanks
  2. sefiroths

    Ai for Game: whitehall mystery

    What kind of algorithm should be batter for policeman? it is like pacman where pacman is not visibile.... montecarlo tree search, neural network...
  3. Hi, I'm looking for suggestions for this game similar to ravensburger scotland yard any deas is appreciated https://images-cdn.fantasyflightgames.com/filer_public/78/b4/78b4b240-ec1d-416d-8486-970fb5a941c9/whitehall_mystery_rulebook_small_copy.pdf thanks
  4. i'm wondering how to handle matches like do ruzzle in ios: one player can play the game and the other can play it too, while all two player haven't finished, i can't go to the second... GKTurnBasedMatch can't be because only one player at a time can make his move... Real-Time Matches? but if a player accept to play, then disconnects...?   should i have a separate server that stores the game, or i can use some other apple api? thanks
  5. sefiroths

    MCTS book, tutorial, university material

    thank you very much. i have downloaded and studied a lot of documentation, but all that was for people who already know about the algorithm. "a modern approach" speak about the algorithm, but, for me, is not very clear thanks again
  6. hi, i've searched over the net some site, book, everything that can explain MCTS and a basic implementation examples. i have found many thesis and pdf that explain the basic of the method with pseudocode. exists some tutorial, book, that explain tic-tac-toe first in theory then in practise, so...some very basic to understand well the method... thanks
  7. i have correct the words, forget my anglish, thanks i have searched and if i had understood well, MCTS plays many games with random moves till the end of the game, then choose the move that gave victory more times. so i looked computer go, chess, connect 4... perhaps to study the method should i start from tic-tac-toe and connect 4? however, how can you make the list of moves so easily? thanks for help
  8. Hi, i'm wondering if i can use minmax for this problem or i should try another way: a player has 4 pawns that can move accordingly with a roll of 4 dice. a pawn can move a square spending one die, 2 square spending 2 dice and so on. a dce used for a pawn will be not used by another pawn. this lead not to a list of moves, but a tree of moves... i can make a search on the tree to find all possible game status makeing a list to parse on minmax... or will be more convenient another approach? thanks
  9. I'm wondering if do exists a tool that has a GUI used to draw graphs, then can put in output an adiacency list, or something similar. thanks
  10. hi, i think this is a problem solved, but not found the right keyword to serach in internet for it. this is the rules: http://www.gamecabinet.com/rules/Inkognito.html i report what is interesting for me to implement (something similar to cluedo or mastermind) a player has 1 identity and 1 aspect. there are 4 identitys and 4 aspects cards. [color=#000000]When a player lands on the pawn of another player, the player whose turn it is can request to see cards. The player may ask one of the following:[color=#000000] Ask for identity cards.[color=#000000] The respondent must show 2 identity and 1 aspect card. One of these must be true. Ask for aspect cards. The respondent must show 2 aspect and 1 identity card. One of these must be true. When the player is in the same square as the ambassador he may ask any player for either 2 identity or 2 aspect cards, one of which must be true how can i guess the true identity and aspect of a player? thanks
  11. sefiroths

    AI for turn based game, what book?

    thanks for information, i'll have a look
  12. i had a look on the pinned topic looking for book and other articles, but the subject is often something like first person shooter. looking for books or tutorials, in Italian or English as a subject that has the design of turn-based AI for games. eg. tris (tic tac toe), force 4 (connect 4), chess, and other turn based games, even different like cluedo or whatever, to learn basics of AI of this kind of games. complete with source code will be nice, or in any case speak of structures to be used. thanks
  13. i'd like to develop an effect like googlemap when you scale an object: when i zoom in, the map become large, and is replaced by new ones more detailed. i thought to divide my image in many more little loading the detailed or not basing on the zoom. i'd like to know if there is another solution, and if exist a software that divide the image in an array of images. thanks
  14. i have an init as: bool b; NSLog(@"url"); NSURL *url = [NSURL fileURLWithPath:@"/dev/null"]; NSLog(@"dizionario"); NSDictionary *audioSettings = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithFloat: 44100.0], AVSampleRateKey, [NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey, [NSNumber numberWithInt: 1], AVNumberOfChannelsKey, [NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey, nil]; NSError *error; recorder = [[AVAudioRecorder alloc] initWithURL:url settings:audioSettings error:&error]; NSLog(@"audio"); if (recorder) { //NSLog(@"prepara"); [recorder prepareToRecord]; //NSLog(@"meter"); recorder.meteringEnabled = YES; //NSLog(@"recorder"); b=[recorder record]; NSLog(@"%@",(b ? @"OK" : @"here it FAILS")); } else { NSLog(@"ERRORE:"); NSLog([error description]); } //NSLog(@"fine init"); as i use [recorder record] fails only on device but works on simulator. how can i know why this method fails? how can i manage this problem? there can be a conflict with something else in other part of the code? thanks
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