Timeline for Algorithm to solve a battle in a card game
Current License: CC BY-SA 4.0
17 events
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May 18, 2018 at 14:30 | history | edited | blurry | CC BY-SA 4.0 |
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May 18, 2018 at 14:27 | comment | added | blurry | I hope that works for you. Consider updating your answer and commenting when you do so we know how it turned out. (A PM would also be fine.) Thank you for your patience haha | |
May 18, 2018 at 8:28 | comment | added | Romain Gros | Thanks a lot for all those pieces of information, I'll start looking at that right away. The issue the the genetic algorithm was indeed that, although it can find a good solution, it is quite random. Thanks for keeping up with me! I don't have a lot of knowledge regarding neural nets, so it'll be a nice thing to learn! I'll check the games out as well! | |
May 18, 2018 at 8:24 | vote | accept | Romain Gros | ||
May 17, 2018 at 19:29 | comment | added | blurry | I remembered, another game that uses mechanics somewhat similar to this is Highgrounds ( a flash game from some years back) | |
May 17, 2018 at 19:17 | history | edited | blurry | CC BY-SA 4.0 |
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May 17, 2018 at 14:54 | history | edited | blurry | CC BY-SA 4.0 |
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May 17, 2018 at 14:35 | comment | added | blurry | I'll stew on it a bit. It has mechanics that seem similar to a game called Food Fight, and I may be able to dig up another game with similar mechanics. Either way, it's possible to search the search space if you break it up (to get good, but not perfect results.) I'll amend my answer | |
May 17, 2018 at 13:36 | comment | added | Romain Gros | Sorry for the delay! I really like the idea of tracking statistics. I think that it should be one of my next focus. Just a note though, in my case I think it's (80 * 79 * ... * 75), mainly because some cards have skills that can affect other cards. But this makes me think that, when no skills are involved, you can compute the strength of a card without difficulty. This could save some compute time. I'll update to give you an example of a battle with skills. Maybe that will help to find a nice solution for this problem. I'll look at intractable search space without extreme pruning more closely! | |
May 8, 2018 at 18:54 | comment | added | blurry | Not sure if you get a ping if I update the post, so I'm just mentioning here that I updated how I'd do a search approach. | |
May 8, 2018 at 18:27 | history | edited | blurry | CC BY-SA 4.0 |
update to match his update
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May 8, 2018 at 8:40 | comment | added | Romain Gros | Hopefully my update will do! If that's not enough and you need more information, don't hesitate to ping me! | |
May 7, 2018 at 17:56 | comment | added | blurry | If you'd be willing to describe your game in more detail (can you have multiples of a card; if so, how many? How many moves can a card make? etc.) then I'd be happy to edit my answer to something that may be of more help. | |
May 7, 2018 at 17:52 | comment | added | blurry | I thought it would be a Brute-Force method given that you have 6 guys and they have 6 guys. Depending on how many attacks they have, even if this went on for 50 turns it's well within a searchable space. Is it that there's a large number of Cards and you don't know which your opponent has? If so, why not? If you can't interact with your cards it seems like hidden information is not necessary. I may be misunderstanding what you're solving (the best team for a given scenario, or the best moves to perform during the game?) | |
May 7, 2018 at 15:49 | comment | added | Romain Gros | Thanks for the input. I do agree that it is deterministic, but what algorithms could I use for that? Is Min-Max or Monte-Carlo a valid solution for that? I want to avoid a brute-force method given that my deck can be quite large. Also, for the tournaments, you won't have the best possible solution (I would think one does not exist). | |
May 7, 2018 at 15:17 | history | edited | blurry | CC BY-SA 4.0 |
adding clarifying statements to divide problem spaces
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May 7, 2018 at 15:07 | history | answered | blurry | CC BY-SA 4.0 |