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Artificial intelligence for chess that can be adapted to another board game?
Good afternoon!
I'm exploring the possibility of making AI for this wonderful (but almost unknown in Russia) game: en.wikipedia.org/wiki/Djambi
I came to the conclusion that it would be easiest to adapt a simple ready-made chess AI for it.
I am looking for an AI that meets the following requirements:
- source code is available;
- the ability to adapt to another board-based game, with a different set of pieces and rules from chess;
- the ability to adapt to a game focused on 3..6 people at the table.
I think it would be logical if this is not an engine focused on using ready-made "chess" combinations and endgames, but using an abstract representation of the field and pieces on it and a mathematical calculation of the "efficiency" of a particular move.
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Dig towards minimax (preferably with alpha-beta cutoffs), and I think that you will change your mind about "the easiest thing would be to adapt a simple ready-made chess AI for it."
I came up with a different approach:
1. for each enemy piece, create a relationship with each cell of the field and identify the possibility of a strike
2. for each of my pieces, create a relationship with each cell of the field and determine possible moves and possible attacks
3. calculate the cost of a move for each available move , IF UNDER ATTACK = MINUS THE PRICE OF THE WALKER, IF ATTACK = PLUS THE PRICE OF THE ATTACKED, PLUS THE SUM OF ALL FLOOR(SHEETS UNDER ATTACK AFTER THE
MOVE
)
or just take a 100% move, or if there are several 100% moves, then take a random
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