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Dice based AI easy to make ?? (to a wargame)

Started by March 22, 2007 08:13 AM
0 comments, last by sevensevens 17 years, 11 months ago
Hei! i have an project on, i will try to do an dice based wargame AI to play against to my homepage.. i have an screenshots of my Java application on link below.. some background -- combat is resolved the same way as in many war board games.. combat happens between hexes adjacted and holding army units.. german side.. my gray&green infantry has an combat value of 3.. my black panzer has an combat value of 8.. us side.. my green infantry has an combat value of 4.. my green armour has an combat value of 6.. my (on screenshot) map has 4 towns that need to be seized.. i was thinking to do only an "order" ( can be random on a game play ) to seize the towns, plus then some kind of a close operations rule ( some 10-80 rules ) to hexes near towns to make the counter movement towards towns look cooler on human eye.. im not working with computers for living and i have no experience with AIs so im every once on a while a bit confused when it comes to make the ai to run, my question is what kind of technics i need to study to make my AI run complete.. www.EuroJari.net, Click here to see few screenshots of my project thank you.. JariTapio / Helsinki [Edited by - JariTapio on March 22, 2007 8:57:08 AM]
You probably want to look at re-enforcement learning. You'll want to get a friend over to play though the game several times with you. You log the turns and the outcome, and use that data to train your re-enforcement learner.

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