Reputation
813
Top tag
Next privilege 1,000 Rep.
See votes, expandable usercard
Badges
4 6
Newest
 Enthusiast
Impact
~23k people reached

  • 0 posts edited
  • 0 helpful flags
  • 3 votes cast
Mar
2
comment What sort of AI is applicable to a board game of this complexity?
You don't have to be perfect, just add a little knowledge where you can. Every little bit helps, but you do have to verify that your intuitions actually result in better play.
Mar
1
comment What sort of AI is applicable to a board game of this complexity?
The next stage in mcts is to weight the exploration tree to favor the kind of moves you believe to be good. The more the "random" playout resembles good play, the better the search result will be.
Nov
25
comment How to avoid duplication using client-server model
Ultimately, you can't trust clients. Yet you must. This isn't qualitatively different regardless how you split the workload between the clients and server. All the game logic is duplicated among the clients, so if some client did something illegal, it could be noticed. Other mechanisms for cheating, such as stealing hidden information or providing computer assistance (ie; gun proxy or other ai) is not different no matter how the client works.
Nov
12
comment Achieving 1 pixel outline around sprites which changes colour depending on the background?
depending on the hardware being used. Classic video games, which this example seems to be an example, used only 8 or even 4 bits per pixel, with a color map to determine the color you see. In that environment, "transparent" colors are not available - everything is done by manipulating the pixel values and color maps.
Nov
12
comment Achieving 1 pixel outline around sprites which changes colour depending on the background?
It looks to me like this is just a simple hard coded loop, and the colors of the border are a hard coded part of the sprite animation.
Oct
29
comment Finding next AI move using MinMax algorithm for Checkers
You need to erase notions of red and black from your mind, they'll just confuse you. Current player tries all possible moves, and returns the one with the best value. Usually the object representing that move will contain other things, such as the value, and the best continuation move.
Oct
27
comment What sort of AI is applicable to a board game of this complexity?
Read up on MCTS. Do play randomly, but 100,000 random games will give a pretty good idea what the best move is.
Oct
27
comment What sort of AI is applicable to a board game of this complexity?
Replace all the cards which you don't know the value of with another card from the set of possible values. Change the seed of the random number sequence so you get a new and different sequence of rolls on each simulated game. You do not need to simulate all the way to the end, just to a point where you want to stop, and use any reasonable proxy for "winner" at that point.
Aug
28
comment How would one approach developing an AI for a trading card game
If the questioner doesn't know what UCT is, that's what google is for.
Feb
5
comment How can I effectively manage a hobby game project?
@pip you do realize you're reading an old Q&A and commenting on it?
Dec
24
comment Why are radians preferred over degrees in game development?
Of course the actual rotation requires irrational numbers, but tracking the desired angle of rotation should be done with some form of rational which is free of rounding errors. Claiming "it shouldn't be much of a problem" is the first hand-wave on the way to a disaster.
Dec
23
comment Why are radians preferred over degrees in game development?
From a numerical perspective you're correct, but from a visual perspective if ONE pixel from a hard edge pops to the wrong value, you're screwed.
Aug
21
comment Creating a game with in game programmable AI
first off, consider that these will be languages and libraries running on your client's machine. You have NO IDEA what capabilities and/or bugs are in even the most basic libraries that are part of some black box you assemble.
Aug
21
comment Creating a game with in game programmable AI
trying to make a language safe by subtracting everything that's dangerous is a losing game. For in-game use you need something specialized with particular knowledge of game objects and nothing else.
Aug
20
comment Creating a game with in game programmable AI
the key thing is that the embedded language has to be inside (and fully under control of) the game. You would't want your in-game program to delete real files, for example.
Sep
4
comment Model View Control Issue: Null Pointer Initialization Question
Any time you have one process looking at data that another process is changing, it's very hard to imagine all the ways it can go wrong. The best solution is to just don't do it. The second best solition is to use synchronization primitives to be sure that only one can run at once.
Jul
28
comment How to get a game popular without a publisher?
If your game is insanely wonderful, you can self publish and wait for the money to roll in. Don't hold your breath. Otherwise, it's unlikely any publisher will be interested either. Welcome to the real world.
Jul
13
comment Missing triangles in model
if you think triangle "a" is completely hidden by triangle "b", you don't need to render "a". Under some assumptions about how a triangle mesh is formed, if the corners of the triangle are invisible then so is the rest of the triangle.
Jun
17
comment Effectively implementing a game view using java
I mean you need a bunch of smaller images that you only load as needed, and use them to assemble the desired picture at screen resulution. Typically these are also present in a hierarchy of prescaled sizes. Another common technique is to construct an infinitely large map on the fly, from a small number of componnets which are designed to fit together.
Aug
15
comment Does inflating scores make players happier?
Yes. Even the illusion of progress is a great motivator.