Game AI is a very broad subject and while there is a lot of material out there, I didn’t find something that introduces the concepts gently and at a slower, more understandable pace. This article will try to explain how to design a very simple but extendable AI system loosely based on the concept of Behaviour Trees. What is AI?Īrtificial Intelligence is the human-like behaviour exhibited by the entities participating in the game. It’s more the illusion of intelligence and thoughtful action performed by the entities than an actual intelligent reasoning driven behaviour. The goal is to try to fool the player into thinking that the other “intelligent” entities are controlled by humans and not by a machine. It’s easier said than done, but we can use a lot of tricks to achieve some really good, seemingly random and “intelligent” behaviours. The objective is to occupy the starting spaces of the opponent first. An Exampleīefore we jump right into the fun bit, let’s draft up a plan of what we want to achieve. Halma is a strategy board game (written in Java). Board game:Halma Visually similar work Card game:Hocus-Pocus Conjurocus Created around the same time Card game:The Game of Wang From same collection Card game:Snap Uses same medium. Now Ive numbered them they go from left to right top to bottom (as pic) Im. Players take turns moving a piece to an empty adjacent square or hopping over one adjacent piece in a sequence of hops. Basically Im creating a board game in java and have managed to create cells, using arrays, to look like a 10x10 grid. Imagine an arena where droids will battle it out amongst them and whichever droid is the last one standing is the winner. Halma is a strategy board game (written in. The arena will be a board and droids will be placed randomly on it. Players take turns moving a piece to an empty adjacent square or hopping over one adjacent piece in a sequence of hops. Pieces can move in any direction that free space exists, and may also jump other pieces. Since this shouldnt really affect any code (if we do this right), we will technically allow different board sizes you pass in the board size as you start a game. We’ll make it a turn based game so we can follow the whole AI unfold, but it can be easily turned into a realtime game. The 'standard' Halma board is 16x16 in size, but 8x8 and 10x10 variations are common. The droids will have the usual attributes: damage they inflict and hit pointsįor the sake of simplicity we will use very simple structures.A droid has a range and can fire at droids within its range.A droid can move one tile per turn in either direction to any of the adjacent unoccupied tiles. The Stern (German for star) refers to the boards star shape (in contrast to the square board used in Halma). The application will have a Droid class and a Board class. History and nomenclature Boys playing Hop Ching checkers, Montreal, 1942 The game was invented in Germany in 1892 under the name 'Stern-Halma' as a variation of the older American game Halma.
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