Hi,
I'd like to look at creating an AI for my map, however I'm not sure I know where to start....so here I am!
My map is an autobattler where you have a single "shop" unit that gets given random units you can then buy, the units are removed from the shop when you buy them and you then can reroll for more units, you can lock/unlock your shop so the units are held across rounds. The units are automatically rolled at the start of each round.
The units you buy are copied at the start of the round and compete against other players. You can move the units freely in your zone to change the formation of your team.
The units have special faction/trait bonuses which give you bonuses for having more of the same type of units (Orc's gain extra damage and health for example)
There's a lot of different aspects to think about with creating computer players for this map...so yeah not been a great a start already!! Here's my list of things that the computer would need to be able to do...
1. Buy units - as I'm using a merchant shop style system I can't make them train or build anything, so I would have to simulate the purchasing side of it.
2. Read their unit roll - there are 4 slots available so they would need to "read" their roll to see if anything is worth buying. This to could be to improve their team, or counter an opponents team. (So they need to be able to read their own team and possibly other player's teams?)
3. Position their team - there's quite a large area you are given to move units, there isn't any terrain to worry about or anything like that but there is probably more to it than just "melee in front, range in back". For example their is an assassin trait that makes you units teleport to the back line of the enemy at the start of the round, the best counter so far to this is to move your units to the back. In the same vain you can move your assassins to try and counter this too.
4. Upgrade units - Each unit has 3 tiers, with increasing gold and food costs. I guess this works with reading their unit roll? They would need to decide whether to spend their gold/food on a new unit or upgrading one they already have
I think that covers the "basics" of it... the most complicated bit that I'm looking at is (2). Each player has a different unit group for each different faction/trait so those are "readable" but translating that into something the computer can use as logic...is confusing me just thinking about it!!
Any suggestions of how to get this going would be much appreciated!
I'd like to look at creating an AI for my map, however I'm not sure I know where to start....so here I am!
My map is an autobattler where you have a single "shop" unit that gets given random units you can then buy, the units are removed from the shop when you buy them and you then can reroll for more units, you can lock/unlock your shop so the units are held across rounds. The units are automatically rolled at the start of each round.
The units you buy are copied at the start of the round and compete against other players. You can move the units freely in your zone to change the formation of your team.
The units have special faction/trait bonuses which give you bonuses for having more of the same type of units (Orc's gain extra damage and health for example)
There's a lot of different aspects to think about with creating computer players for this map...so yeah not been a great a start already!! Here's my list of things that the computer would need to be able to do...
1. Buy units - as I'm using a merchant shop style system I can't make them train or build anything, so I would have to simulate the purchasing side of it.
2. Read their unit roll - there are 4 slots available so they would need to "read" their roll to see if anything is worth buying. This to could be to improve their team, or counter an opponents team. (So they need to be able to read their own team and possibly other player's teams?)
3. Position their team - there's quite a large area you are given to move units, there isn't any terrain to worry about or anything like that but there is probably more to it than just "melee in front, range in back". For example their is an assassin trait that makes you units teleport to the back line of the enemy at the start of the round, the best counter so far to this is to move your units to the back. In the same vain you can move your assassins to try and counter this too.
4. Upgrade units - Each unit has 3 tiers, with increasing gold and food costs. I guess this works with reading their unit roll? They would need to decide whether to spend their gold/food on a new unit or upgrading one they already have
I think that covers the "basics" of it... the most complicated bit that I'm looking at is (2). Each player has a different unit group for each different faction/trait so those are "readable" but translating that into something the computer can use as logic...is confusing me just thinking about it!!
Any suggestions of how to get this going would be much appreciated!