Why an AI for Outwitters is hard to do
07-13-2012, 11:04 PM
Post: #20
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RE: Why an AI for Outwitters is hard to do
There are many ways to build an AI and I don´t think it is that much complicated. You just have to set the goals and on each new version of the software making it better as you learn along.
1. You can create a game based on played games. You choose only one type of map and get all results that has lead a player to victory and save his movement to a database. And put the computer to get copy this moves. It probably will go farther away and probably will find in the dabase a move he can take based on the actual state. BAD: you would need to download a lot of chunk of information to the mobile in order to have it data to play offline, otherwise even single player would require a internet connection. 2. You could write te goals that ends the game and all moves and attacks and create to achieve the goal and make the computer simulate, like a tree. How much should a computer simulate before playing ? Well in easy mode it can be like 10 moves ahead or 20 seconds of processing, in hard could be up to 30 moves ahead or 1 minute of processing. When each one reachs the computer stop, and execute the best one at the time que processed that would give him 70% of chance of victory to 100% of chance of victory based on certain simulated cenaries and plays it. Next turn it restart and do all over again. NOT that much hard, but work is necessary. Right now I think the game is fine online only and should be put effort to make it even more better, fix the problems it already have, and then think about an offline mode (maybe even sell offline mode por 0,99 upgrade) to cut the time necessary to develop the feature. |
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