Vindinium: An artificial intelligence programming challenge
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Re: Vindinium: An artificial intelligence programming challenge
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#6This looks promising. Will this fill the hole in my soul that Google Ants left behind?
Re: Vindinium: An artificial intelligence programming challenge
#7This looks promising. Will this fill the hole in my soul that Google Ants left behind?
The rules are very simple -- you control a hero, and you fight other heros to capture mines which give you gold. You can trade gold for health in taverns.
Not too much strategic depth.
Re: Vindinium: An artificial intelligence programming challenge
#8Re: Vindinium: An artificial intelligence programming challenge
#9Can anyone comment on general strategies that would be applicable to this game? Has anyone tried some kind of crazy machine learning stuff, or is it dominated by relatively simple algorithms?
I've started an attempt to have a tree of all possible actions and using a minimax algorithm (with a score function + alpha-beta pruning) but this is not yet conclusive because I can't explore so much deep (was able to explore up to 20 next player decisions but that is just 5 moves of your hero).
I think this game is enough simple to try to have this approach but also challenging because there is still up to 5 possible actions per turn so it is a max of 5^1200 total of possible state for a game – a lot.
My current approach is now to try to have a minimax with pre-explored interesting path in the tree (e.g. all path which leads to tavern and mines), that is still a lot of computations.
Re: Vindinium: An artificial intelligence programming challenge
#10This looks promising. Will this fill the hole in my soul that Google Ants left behind?
This doesn't have that magical "coordinate an army" feeling that the Ants contest had. :( The rules are very simple -- you control a hero, and you fight other heros to capture mines which give you gold. You can trade gold for health in taverns. Not too much strategic depth.