A.I. in any boardgame for solo play can be done like this

Started by gameleaper, May 08, 2016, 08:14:05 AM

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gameleaper

A.I. in any boardgame for solo play can be done like this:

devide each discition into percentages, eg: 40% left, 30% right, 20% retreat, an 10% wait.

then roll 2 10 sided dice, and get a percentage score, if less than 11 wait, if inbetween 10 and 30 retreat(remember all the scores are added ), if between 30 and 60 go right, and above 60 go left.

you can do this with any decsition you like

GJK

Something along those lines may be useful to apply to Peter K's "ASL Bot" idea that he's been working on:
https://boardgamegeek.com/article/22575015#22575015
I've been thinking of making a web based app that would do his random card draws for you.  You could even take it a step further Leaper and probably make a little program that would do that.  ;)

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Nefaro

So... are you basically saying the 40/30/20/10 percentages are the magic numbers in this?

gameleaper

the idea is to make a few rational plans , then decide on which with dice, this gives the plans well thought out responses that are not random,

any number of percentages can be used , no magic numbers

Nefaro

Quote from: gameleaper on May 09, 2016, 02:48:11 PM
the idea is to make a few rational plans , then decide on which with dice, this gives the plans well thought out responses that are not random,

any number of percentages can be used , no magic numbers

Well.. that's not anything most of us haven't thought about in the past.

I just thought you were emphasizing that specific mix of probabilities as the most interesting.

gameleaper

Quote from: Nefaro on May 09, 2016, 07:04:00 PM
Quote from: gameleaper on May 09, 2016, 02:48:11 PM
the idea is to make a few rational plans , then decide on which with dice, this gives the plans well thought out responses that are not random,

any number of percentages can be used , no magic numbers

Well.. that's not anything most of us haven't thought about in the past.

I just thought you were emphasizing that specific mix of probabilities as the most interesting.

GJK is telling of a random card A.I. that is random and is much more complicated than what I'm suggesting, My idea is simple like mythic GM, you piechart all possibilities out of a 100 then roll and do the action on the piechart. I know its simple , that's the goal of it, and I know we have all thought of diecing , but to formulate 5or5 plans prior and then diceing you get a real feeling of a real opponent.

bbmike

gameleaper, so you are saying you would change the percentages based on the most likely decision? I would guess there could be several combinations depending on the situation. Maybe even some as simple as 75% retreat/25% attack.
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gameleaper

Quote from: bbmike on May 09, 2016, 07:42:39 PM
gameleaper, so you are saying you would change the percentages based on the most likely decision? I would guess there could be several combinations depending on the situation. Maybe even some as simple as 75% retreat/25% attack.

yes you get the idea, each situation is estimated down to a percentage, there can be 100 possibilities, or just two.

gameleaper

each decition in a game is analysed and split into percentages then a set of 10 sided dice are thrown (or a d100 is thrown) and then look at the analysed results that correspond .

this is done for every situation, you cant have a results table, because all results are thought out just before you roll

GJK

Quote from: gameleaper on May 09, 2016, 09:39:55 PM
each decition in a game is analysed and split into percentages then a set of 10 sided dice are thrown (or a d100 is thrown) and then look at the analysed results that correspond .

this is done for every situation, you cant have a results table, because all results are thought out just before you roll

Theoretically that would be a great start towards producing an AI however it's inefficient for a boardgame because a solo player isn't going to calculate the mathematical odds on every possible situation that the enemy AI faces in order to roll a set of percentile dice to see which is chosen.  That would work just fine for a computer game (and I'm sure that most/some/all) are based on something very similar where the calculations can be made almost instantly. 

A boardgame designer that is *really* good at making solo games' AI is John Butterfield.  Look up his "D-Day at Omaha Beach/Tarawa" games for examples.  Jon Southard also made some brilliant solo games AI back in the day ("Carrier" is probably my all time favorite) but in each of these there is a heavy reliance upon charts and factors that can really drag the game down until it becomes 2nd nature.  Because of this, I've been working on a web-based app that would do all the die-rolling and charting results in Carrier for you (see www.garykrockover.com/games/carrier).  It's still a WIP but I have a good number of the charts there.

Where I think you could make a niche Leaper is to have "Computer assisted AI" for popular boardgames.  Have an interface where the player checks a few boxes as it relates to specific situations and your program will spit out a number of options in order of priority.  A game like Panzerblitz/Leader would be a great example of a game that could utilize something like that (as an example).
Clip your freaking corners!
----------------------
Blood Bowl on VASSAL - Ask me about it! http://garykrockover.com/BB/
----------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer

gameleaper

The games you say are great, but if you've played D&D that I know you would have, you play freeform most of the time, and that's what I'm trying to convey over. it dose seem at first a little tedious to do a percentage score for each decision , but my results are only normally 3-4 choices with different importance, mathematical dosnt come into it - its a 100% divided because humans can calculate percentage well, and the secret is ALL possibilities are included, I learned this from chess algorythms.

gameleaper

#11
its not a random result your generating, its a plan! so play would be like a real player, but you wont know how that player will play it, but whatever it plays it would make sense. playing both sides is to predictable, this isn't like having 4 directions and saying 1,2 go left, 3 go forward, 4 go right, 5,6 go backwards - this is a totally different system that looks like that, each decision is planed with objectives , a random dice roll would give a result with no objective

also you can use this system for major decisions only and playout the detailed game mechanics as you will. its meant to be easy

gameleaper

#12
Quote from: GJK on May 09, 2016, 10:04:22 PM
Quote from: gameleaper on May 09, 2016, 09:39:55 PM
each decition in a game is analysed and split into percentages then a set of 10 sided dice are thrown (or a d100 is thrown) and then look at the analysed results that correspond .

this is done for every situation, you cant have a results table, because all results are thought out just before you roll

Theoretically that would be a great start towards producing an AI however it's inefficient for a boardgame because a solo player isn't going to calculate the mathematical odds on every possible situation that the enemy AI faces in order to roll a set of percentile dice to see which is chosen.  That would work just fine for a computer game (and I'm sure that most/some/all) are based on something very similar where the calculations can be made almost instantly. 

A boardgame designer that is *really* good at making solo games' AI is John Butterfield.  Look up his "D-Day at Omaha Beach/Tarawa" games for examples.  Jon Southard also made some brilliant solo games AI back in the day ("Carrier" is probably my all time favorite) but in each of these there is a heavy reliance upon charts and factors that can really drag the game down until it becomes 2nd nature.  Because of this, I've been working on a web-based app that would do all the die-rolling and charting results in Carrier for you (see www.garykrockover.com/games/carrier).  It's still a WIP but I have a good number of the charts there.

Where I think you could make a niche Leaper is to have "Computer assisted AI" for popular boardgames.  Have an interface where the player checks a few boxes as it relates to specific situations and your program will spit out a number of options in order of priority.  A game like Panzerblitz/Leader would be a great example of a game that could utilize something like that (as an example).

I play small scale games like ASL, where there are not to-many chits to complicate things (its easier than making dicisions for lots of chits) I also tend to play a battle on a field as big as my kitchen table with miniatures but are simple card instead of figures ( www.juniorgeneral.org has many chits and graphics for free use) the fewer the number of units the better my solo system works, also Its best not to be strict with the system its a tool to help play

you can also just make big decisions with this system and do the micro-management your own way.

Its worth the work to be able to play a solo game that has real game objectives for your A.I.

gameleaper

good thread about it here

https://boardgamegeek.com/thread/1573128/i-any-boardgame-solo-play-can-be-done

here is a quote from "kyle" there "This thread will revolutionize how designers and publishers deal with bots. Look out "

gameleaper

Chess would work with this system, you can either assign all moves in the position*normally 35 moves) a percentage , OR just the candidate moves(normally 4 or 5), then roll a percentage roll of 2 d10s