| Author |
Message |
Mats W (Kålroten)
| | Posted on Thursday, October 13, 2005 - 7:55 am: | |
There ought to be an editable opening book to many board games such as the different variants of chess and checkers, etc. Opening books increase the playing strength immensely because the program starts out correct from the beginning. It could be an editable text file. |
L. Lynn Smith (Interrupt27)
| | Posted on Saturday, October 15, 2005 - 8:07 am: | |
A psuedo-opening book could be created by establish a series of moves based upon specific turns and positions on the field. For example: The first ten moves of a game could be indicated using a dummy piece on a dummy position, with each move change-typing this piece until it denotes the tenth move. The moves of the various pieces could be predicated on the state of this piece and the specific location of other pieces on the field. These moves could be forced by move-priorities(this would force the user to also play these moves), or they could be weighted within with the capture of dummy pieces which (some not all) are declared in a win-condition(this would allow the user the option to not make these moves). So if you wanted the AI to play toward the center of the field during the opening phase of a game, you would make such moves to this zone either a priority or weighted. But only during the desired number of first moves. In addition to positional, particular pieces could be determined during this phase. This could also be applied to mid-game and end-game strategy. With specific values used by the necessary moves. All-in-all, this could be quite a project to work up for a game. And the programmer would need to be fully aware of the potentials within that game or else these moves could prove promblematic with a player taking advantage of their use. |
Mats W (Kålroten)
| | Posted on Sunday, October 16, 2005 - 7:17 am: | |
Thanx for the response. This seems too complicated if one wants an opening book that choses different moves sometimes. However, in Descent Chess the program in the opening phase underestimates the necessity of importing new pieces. It moves the pieces on the board too much instead of importing new. If one could temporarily increase the value of the pieces beside the board, then this problem could be solved. |
L. Lynn Smith (Interrupt27)
| | Posted on Sunday, October 16, 2005 - 8:17 am: | |
Simply weighting the moves of the pieces will satisfy this. The engine will still have the option to make any legal move. But with proper motivation, it may opt for the desired moves. Create a store of dummy pieces for each player, greater than the number of imported pieces. Allow each of those particular pieces to capture one of the opposing dummy pieces when it is imported. Create a win-condition which is predicated on the vacancy of each of these opposing dummy positions(a potential which should be impossible because they all will never be captured during the game). This should motivated the engine to import pieces, giving such a move more weight because of the capture of an opposing piece and their position's vacancy as part of a win-condition. |
Mats W (Kålroten)
| | Posted on Sunday, October 16, 2005 - 11:23 am: | |
Ah! Now I'm beginning to understand this. Thanks! By the way, I have already constructed a new game (Asalto) but I don't know how to upload it. Could somebody give me a hint? |
Ronald W Brierley (Ronaldwb)
| | Posted on Tuesday, October 18, 2005 - 9:38 am: | |
I had a similar need recently and asked in the Designing Games for Zillions Forum under the heading Submission Guidelines. You should find all you need there. |