![]() ![]() Then you expand it, recognize that you need to have the dominent army, and at least one Miner left to win the game. This would be my starting point if I were to make a Stratego AI. And, you have simplified billions, perhaps trillions of leaves in a game tree with this simple algorithm. This is perhaps the best use of an AI in Stratego. You do not need to do billions of calculations to solve that entire tree, and recognize it as a draw, even if you were programming an AI. In our Army, we have at least one Scout left, and can move the Scout back and forth, and therefore cannot lose." It can be defined like this, "In this scenario, our army is outmatched, but our Flag is unapproachable, because our opponent has no Miner(s) left, and it is Bombed off. Take for example the case of a standard Stratego draw. Thanks for doing the math btw, now I remember how to do those types of problems. Similarily Omaha 8/b might be more complicated math wise, but less complicated strategically, than Hold'em. ![]() I'd THINK that Stratego might be less complicated computer science wise than chess, but more complicated math wise than chess. An AI would also be able to draw when it's the end of the game, and the AI has a Scout left, and an unapproachable flag (bombed off with no enemy miners), and would be able to find draws in the game trees. The game becomes much less complicated learning-wise as the pieces come off and there are lots of positions where an extra major should be sufficient, because you trade-off controlling the three "swim lanes" (left flank, right flank, center), and then the major controls the vital territory. Right, well a decent AI would likely place pieces in descending ranks into heirarchies, and compute "board control" or something like that. In the standard variant with 8 scouts, 6 bombs, 5 miners, 4 Captains, lieutenants and sergeants, 3 Majors, 2 colonels the amount of setups is 40!/(8! * 6! * 5! * 4! * 4! * 4! * 3! * 2!) = 1.4E33 ![]()
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