Skip to main content
Tweeted twitter.com/StackGameDev/status/656790310052339713
clearified which is the actual question.
Source Link

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction about how should I deal with it.

None of the things I described below is currently done - except maybe unit movement stuffs.

The combat resembles Frozen Synapse or Steambirds, in which you and your opponent plan their unit's actions and then execute it to see how it resolves. Since the units are naval warships, their movement is restricted by current direction and speed, etc etc. They attack when you order them to do so(not automatic).

I think I can give scores to each move(like Chess AI), depending on its location, direction, possible movement area, known enemy positions and things like that. Then I can use Minimax algorithm to let the AI select the best move.

Now, I'm asking because I can't figure out

  1. But in which situation should the score be based on?. Should the AI make a plan assuming the enemies are all moving straight, predict the best enemy plan based on it, and then write the actual plan based on the prediction? Is it going to demand a lot of processing power? Or is there simpler way using Minimax?

  2. Unlike grid-based tactical games, the area which a unit can move is a (semi-)continual area. If I try to give score to all possible positions, that might take too much processing power. Is there a way to handle this issue neatly?

  3. Are thereThere might be more efficient/effective alternatives to the Minimax on this particular game? which I do not know.

So... i'm asking for general direction about how should I handle the AI. Details will be in when I actually make it.

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction about how should I deal with it.

None of the things I described below is currently done - except maybe unit movement stuffs.

The combat resembles Frozen Synapse or Steambirds, in which you and your opponent plan their unit's actions and then execute it to see how it resolves. Since the units are naval warships, their movement is restricted by current direction and speed, etc etc. They attack when you order them to do so(not automatic).

I think I can give scores to each move(like Chess AI), depending on its location, direction, possible movement area, known enemy positions and things like that. Then I can use Minimax algorithm to let the AI select the best move.

Now, I'm asking because I can't figure out

  1. But in which situation should the score be based on? Should the AI make a plan assuming the enemies are all moving straight, predict the best enemy plan based on it, and then write the actual plan based on the prediction? Is it going to demand a lot of processing power? Or is there simpler way using Minimax?

  2. Unlike grid-based tactical games, the area which a unit can move is a (semi-)continual area. If I try to give score to all possible positions, that might take too much processing power. Is there a way to handle this issue neatly?

  3. Are there more efficient/effective alternatives to the Minimax on this particular game? I do not know.

So... i'm asking for general direction about how should I handle the AI. Details will be in when I actually make it.

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction about how should I deal with it.

None of the things I described below is currently done - except maybe unit movement stuffs.

The combat resembles Frozen Synapse or Steambirds, in which you and your opponent plan their unit's actions and then execute it to see how it resolves. Since the units are naval warships, their movement is restricted by current direction and speed, etc etc. They attack when you order them to do so(not automatic).

I think I can give scores to each move(like Chess AI), depending on its location, direction, possible movement area, known enemy positions and things like that. Then I can use Minimax algorithm to let the AI select the best move.

Now, I'm asking because I can't figure out

  1. which situation should the score be based on. Should the AI make a plan assuming the enemies are all moving straight, predict the best enemy plan based on it, and then write the actual plan based on the prediction? Is it going to demand a lot of processing power? Or is there simpler way using Minimax?

  2. Unlike grid-based tactical games, the area which a unit can move is a (semi-)continual area. If I try to give score to all possible positions, that might take too much processing power. Is there a way to handle this issue neatly?

  3. There might be more efficient/effective alternatives to the Minimax on this particular game which I do not know.

So... i'm asking for general direction about how should I handle the AI. Details will be in when I actually make it.

added 44 characters in body
Source Link

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction about how should I deal with it.

None of the things I described below is currently done - except maybe unit movement stuffs.

The combat resembles Frozen Synapse or Steambirds, in which you and your opponent plan their unit's actions and then execute it to see how it resolves. Since the units are naval warships, their movement is restricted by current direction and speed, etc etc. They attack when you order them to do so(not automatic).

I think I can give scores to each move(like Chess AI), depending on its location, direction, possible movement area, known enemy positions and things like that. Then I can use Minimax algorithm to let the AI select the best move.

Now, I'm asking because I can't figure out

  1. But in which situation should the score be based on? Should the AI make a plan assuming the enemies are all moving straight, predict the best enemy plan based on it, and then write the actual plan based on the prediction? Is it going to demand a lot of processing power? Or is there simpler way using Minimax?

  2. Unlike grid-based tactical games, the area which a unit can move is a (semi-)continual area. If I try to give score to all possible positions, that might take too much processing power. Is there a way to handle this issue neatly?

  3. Are there more efficient/effective alternatives to the Minimax on this particular game? I do not know.

So... i'm asking for general direction about how should I handle the AI. Details will be in when I actually make it.

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction about how should I deal with it.

None of the things I described below is currently done - except maybe unit movement stuffs.

The combat resembles Frozen Synapse or Steambirds, in which you and your opponent plan their unit's actions and then execute it to see how it resolves. Since the units are naval warships, their movement is restricted by current direction and speed, etc etc. They attack when you order them to do so(not automatic).

I think I can give scores to each move(like Chess AI), depending on its location, direction, possible movement area, known enemy positions and things like that. Then I can use Minimax algorithm to let the AI select the best move.

Now, I'm asking because I can't figure out

  1. But in which situation should the score be based on? Should the AI make a plan assuming the enemies are all moving straight, predict the best enemy plan based on it, and then write the actual plan based on the prediction? Is it going to demand a lot of processing power? Or is there simpler way using Minimax?

  2. Unlike grid-based tactical games, the area which a unit can move is a (semi-)continual area. If I try to give score to all possible positions, that might take too much processing power. Is there a way to handle this issue neatly?

  3. Are there more efficient/effective alternatives to the Minimax on this particular game? I do not know.

So... i'm asking for general direction about how should I handle the AI.

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction about how should I deal with it.

None of the things I described below is currently done - except maybe unit movement stuffs.

The combat resembles Frozen Synapse or Steambirds, in which you and your opponent plan their unit's actions and then execute it to see how it resolves. Since the units are naval warships, their movement is restricted by current direction and speed, etc etc. They attack when you order them to do so(not automatic).

I think I can give scores to each move(like Chess AI), depending on its location, direction, possible movement area, known enemy positions and things like that. Then I can use Minimax algorithm to let the AI select the best move.

Now, I'm asking because I can't figure out

  1. But in which situation should the score be based on? Should the AI make a plan assuming the enemies are all moving straight, predict the best enemy plan based on it, and then write the actual plan based on the prediction? Is it going to demand a lot of processing power? Or is there simpler way using Minimax?

  2. Unlike grid-based tactical games, the area which a unit can move is a (semi-)continual area. If I try to give score to all possible positions, that might take too much processing power. Is there a way to handle this issue neatly?

  3. Are there more efficient/effective alternatives to the Minimax on this particular game? I do not know.

So... i'm asking for general direction about how should I handle the AI. Details will be in when I actually make it.

added 115 characters in body
Source Link

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction about how should I deal with it.

None of the things I described below is currently done - except maybe unit movement stuffs.

The combat resembles Frozen Synapse or Steambirds, in which you and your opponent plan their unit's actions and then execute it to see how it resolves. Since the units are naval warships, their movement is restricted by current direction and speed, etc etc. They attack when you order them to do so(not automatic).

I think I can give scores to each move(like Chess AI), depending on its location, direction, possible movement area, known enemy positions and things like that. Then I can use Minimax algorithm to let the AI select the best move.

Now, the question:I'm asking because I can't figure out

  1. But in which situation should the score be based on? Should the AI make a plan assuming the enemies are all moving straight, predict the best enemy plan based on it, and then write the actual plan based on the prediction? Is it going to demand a lot of processing power? Or is there simpler way using Minimax?

  2. Unlike grid-based tactical games, the area which a unit can move is a (semi-)continual area. If I try to give score to all possible positions, that might take too much processing power. Is there a way to handle this issue neatly?

  3. Are there more efficient/effective alternatives to the Minimax on this particular game? I do not know.

So... i'm asking for general direction about how should I handle the AI.

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction about how should I deal with it.

None of the things I described below is currently done - except maybe unit movement stuffs.

The combat resembles Frozen Synapse or Steambirds, in which you and your opponent plan their unit's actions and then execute it to see how it resolves. Since the units are naval warships, their movement is restricted by current direction and speed, etc etc. They attack when you order them to do so(not automatic).

I think I can give scores to each move(like Chess AI), depending on its location, direction, possible movement area, known enemy positions and things like that. Then I can use Minimax algorithm to let the AI select the best move.

Now, the question:

  1. But in which situation should the score be based on? Should the AI make a plan assuming the enemies are all moving straight, predict the best enemy plan based on it, and then write the actual plan based on the prediction? Is it going to demand a lot of processing power? Or is there simpler way using Minimax?

  2. Unlike grid-based tactical games, the area which a unit can move is a (semi-)continual area. If I try to give score to all possible positions, that might take too much processing power. Is there a way to handle this issue neatly?

  3. Are there more efficient/effective alternatives to the Minimax on this particular game?

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction about how should I deal with it.

None of the things I described below is currently done - except maybe unit movement stuffs.

The combat resembles Frozen Synapse or Steambirds, in which you and your opponent plan their unit's actions and then execute it to see how it resolves. Since the units are naval warships, their movement is restricted by current direction and speed, etc etc. They attack when you order them to do so(not automatic).

I think I can give scores to each move(like Chess AI), depending on its location, direction, possible movement area, known enemy positions and things like that. Then I can use Minimax algorithm to let the AI select the best move.

Now, I'm asking because I can't figure out

  1. But in which situation should the score be based on? Should the AI make a plan assuming the enemies are all moving straight, predict the best enemy plan based on it, and then write the actual plan based on the prediction? Is it going to demand a lot of processing power? Or is there simpler way using Minimax?

  2. Unlike grid-based tactical games, the area which a unit can move is a (semi-)continual area. If I try to give score to all possible positions, that might take too much processing power. Is there a way to handle this issue neatly?

  3. Are there more efficient/effective alternatives to the Minimax on this particular game? I do not know.

So... i'm asking for general direction about how should I handle the AI.

Removed irrelevant stuff. Your English is fine, and the details will be asked anyway, no need to specify :)
Source Link
Vaillancourt
  • 16.3k
  • 17
  • 55
  • 61
Loading
Source Link
Loading