Okay, I work downstairs from a graphic designer who is currently producing his first comic for Image Comics. He is concurrently developing a CCG that ties in with the comic, and is somewhat along the lines of the DBZ CCG in rules.
I''m just after a few suggestions on which path you''d recommend to take, or even that you know has been used for similar computer game CCGs (even though I can only think of Magic: The Gathering) that would allow me to implement a decent computer opponent.
One of my first issues is deck construction, although I think I will give the computer a standard starter deck to begin with, before I worry about letting it generate its own. So, if I keep a standard deck for now, is it a case of building a set of opening moves, similar to chess, or do I evaluate each card on the fly?
Also, should I keep the computer *locked* away from the contents of the deck, or leave it access to what cards are contained. A very good human player often memorises a good portion of his deck (depending on its size), so perhaps that option could be relative to difficulty level?
I expect it will come down to pure math in the end, and a table of counters - as in, which card types work best against others, and so on.
And lastly, and ideally, I''d love to implement a learning capacity into the computer, noting the most effective opening moves and deck constructions, but that''s for another topic
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I''m no stranger to AI, and am more than competent with C++, so don''t be afraid of using big words or pseudo-code
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"If electricity comes from electrons, does morality come from morons?"
"If electricity comes from electrons, does morality come from morons?"