I'm currently working on a minimax implementation for a game of checkers in C#. The minimax itself works fine if you ignore a few bugs I've yet to fix, but I'm having some problems finding a way I can ...
I am about to develop a web game that is similar to board games like Risk, and iOS games like Lux and Strategery. I am curious to know what the concept behind the AI for such games should be like. I ...
I am working on a fast paced turn based game, each turn the player can move left, right or stay put and choose whether or not to fire. Each turn the shots move one block in the direction they are ...
I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very ...
I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular ...
I am making a Final Fantasy-style battle system. I have a random generator that select the monsters move when it is their turn; different moves have different chances to be performed. I also have ...
Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical ...