AI for Bejeweled type game
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Thanks alot!
I implemented something like this for my own match 3 grid game, but not as an AI. It's used to find hints, or detect if there are any possible moves left. What I do is have all my pieces reference back to the BOARD structure, and then check if the pieces on either sides vertically or horizontally match with a matching function on the pieces themselves that allows for 'wild cards'. Very easy.
It would probably work very convincingly for AI, or at least a starting point. The combos will work themselves into place 'naturally' as the AI randomly makes the matches itself.
Quote: Original post by bixarrio
So, I'd need to know how the board would be affected with each move and take the changes into consideration.
I would go with a simple breadth-first search.
I have one little issue; I don't know what kind of blocks would be replacing the removed ones. The "hole" will be filled with blocks from above, but the top row is unknown until it's filled. I thought of trying every possible combination of blocks in that position, but I don't think that's a good idea. Any advice?
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"