Skip to main content
17 events
when toggle format what by license comment
May 18, 2018 at 14:30 history edited blurry CC BY-SA 4.0
added 172 characters in body
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
added 97 characters in body
May 17, 2018 at 14:54 history edited blurry CC BY-SA 4.0
added 1720 characters in body
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
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
May 7, 2018 at 15:07 history answered blurry CC BY-SA 4.0