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In general you want to give the neural net a reward function that it is trying to maximize, or, alternatively, a cost function it is trying to minimize. In the car example, "distance along the track" is a good indicator of progress. You can simply reward the neural net for making progress along the track. In the simple case, imagine a neural net that tries ...


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this is my first time helping on a question and is hard for me to understand others when they dont use a graphic exaple. Apologies in advance. Considering that your game is turn based and your AI units can only move one tile per turn, and considering that they get stuck so easily, then I have to make some assumptions on how you game works and offer at the ...


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There are a lot of resources on the web for understanding alpha-beta. This short video will probably help you understand: https://www.youtube.com/watch?v=xBXHtz4Gbdo My 1st game was an alpha-beta Othello, back in 1981. Good luck! Footnote: once you get alpha-beta working, if you want to search deeper, I recommend the "MTD(f)" algorithm with "Iterative ...


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You may use splines to predict body trajectory based on short history. For example, script below interpolates trajectory of object with cubic splines then use these spline to extrapolate future movement of the object. using UnityEngine; using System.Collections; using System.Collections.Generic; // Natural cubic spline public class CubicSpline ...


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The minmax tree method You basically have the AI simulate every possible move it can make and every possible response by the other players for several turns in advance, and then pick the path which is most beneficial to it. The advantages of this method is that it can usually deal very well with any changes to the gameplay because it only looks at the ...


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(You have not specified a programming language or graphics API) C# (some variable and method names are made-up, but are named to indicate their purpose) public class Market { ... //Existing stuff public int GetScore(Player player) { int score = 0; //0 == "better than doing nothing" if (this.Factor1.Helps(player)) score++; //there is ...


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Another solution that scales very well and can be used for a multitude of other things is an influeunce map. Generate a set of grid tiles around the unit to scan within X radius. Scan these tiles for an enemy standing on one of them. If you want to get the closest enemies, you can sort your set by distance. This might be the most efficient method, ...



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