Implementing computer player

Game development with Board Game Arena Studio
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boris_da_chinaman
Posts: 1
Joined: 17 April 2020, 23:20

Implementing computer player

Post by boris_da_chinaman »

Hi there,

For the current game I'm implementing I would like to add the option of playing against a computer player. There will be some simple automata logic associated with it.

Currently I can do this by not having the computer player treated as a different player (i.e. a different entry in Player table http://en.doc.boardgamearena.com/Game_d ... bmodel.sql) - and just send the modify the game state. But wondering if there's a better way to do it. And example would be similar to how in tutorial game of "Can't Stop" you can play with the computer player.

Would there be any tips on that? Reference to documentation?

Thank you,
Boris
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Lymon Flowers
Posts: 196
Joined: 01 April 2020, 21:14

Re: Implementing computer player

Post by Lymon Flowers »

Note sure if this is used at all, but there is a is_ai column in the player table, which is in turn used in the lystudio.js file.

As a player (and developer!), I would love to have the ability to play against AIs, even if they are not good. But I understand the burden of such features would be high on the infrastructure of BGA.
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Draasill
Posts: 197
Joined: 26 April 2020, 00:00

Re: Implementing computer player

Post by Draasill »

When developing a game, I very often put all players but one in "zombie" mode.

I'd love having an "AI" mode too, smarter than the zombie (which is as passive as a real zombie); but investing dev time in it is useless if not used by anybody on BGA :)
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Woodruff
Posts: 423
Joined: 08 March 2014, 00:53

Re: Implementing computer player

Post by Woodruff »

Hi :)

I had asked that kind of question some time ago in this thread: https://boardgamearena.com/forum/viewto ... 21&p=52990
(Thoughts based on BGA Robot which can be summoned on Can't Stop)

And PMed the administrators of the website who replied they have more important things to manage first but they don't drop yet the idea of adding this possibility in the BGA framework.

In the meantimes, you could still use the zombie mode as Draasill suggested as an entry to develop and test you AI code.
And if you eventually manage to get something good out of it, you could then get in touch with the admins for a demonstration: that could give them the motivation they need to bring this really alive! (no pun intended ^^)

My two cents,

Woodruff
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Een
Posts: 3861
Joined: 16 June 2010, 19:52

Re: Implementing computer player

Post by Een »

Quick word of warning on this: AI can be resource intensive, so if you make some tries like this please keep it on the studio or check with us before deploying anything, so that we know what to unplug in case things go wrong :)
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