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Have a look at Monte Carlo Tree Search (like min max but prunes the kind of large trees you see in games these days with large branching factors). http://en.wikipedia.org/wiki/Monte_Carlo_tree_search http://aigamedev.com/open/coverage/mcts-rome-ii/ http://www.aot.tu-berlin.de/fileadmin/files/lehre/diplomarbeit/BA_Barbara_Konz.pdf


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Since in order to take his turn the player needs to know the outcome of other players actions, one way to solve this is a message consumer/producer pattern. First, you need to define a queue structure with objects sharing a common functionality; this can be as simple as just List of Unit objects where Unit is a class providing an unique identifier for each ...



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