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Agnieszka: An AI strategy to five noughts/crosses


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#1 T800

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Posted 10 July 2012 - 12:05 PM

If you will leave your feedback to my game I shall write yours.
Hello
I am creating my first strategy game, the "Agnieszka" program to 5 noughts and crosses, with an AI.
You can win with the program with one easy rule, try to build a chain of 5 crosses in one line, "Agnieszka" will try to stop you depending on the situation on the board or it'll try to win itself by building it's own chain.
To be honest with you it is mainly a test of an AI algorithm that I'd like to use in coming strategy games. The game is made by Team Something Beautiful.


Category: Strategy.
File Size: 4MB
GM Version: GM8.1
Vista Compatible: yes
Changes Screen Resolution: no
Download Link: Agnieszka A.I.
Update! Latest Version of the game.


Posted Image
The battle between one of the world's best gomoku programs and program "Agnieszka" has been lost by "Agnieszka" in the 48th move. I am still working on the improvements to the code...


Posted Image
Program "Agnieszka" took his revenge on the Creator by kicking my arse ... once again :(



Team Something Beautiful is ALWAYS WELCOME for the graphic designers!!!

PS: As we are still pretty new to GameMaker, and would really like to improve it would most welcome if some of you guys could help us by writing us a short feedback, any problems/bugs etc...
Your help is appreciated!!!

Edited by T800, 29 July 2012 - 01:30 PM.

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#2 Piemaniac

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Posted 12 July 2012 - 08:45 AM

I'll be interested to see the AI at work once it's implemented. I was a little confused and thought that it already was. But the pvp mode seems to work just fine. Are you planning on keeping such a large grid? I could see this being expanded into a large game board with some kind of strategic, more involved gameplay. (Is this along the lines of what you were thinking?) I'd give more feedback but, well, it's Tic-Tac-Toe for now :laugh:
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#3 chance

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Posted 13 July 2012 - 11:23 AM

It works fine as a tic-tac-toe game. By that I mean the mechanics of placement, and detecting the rows/columns of five. But I'm not sure where you can go with strategy on such a large grid. Seems like every game might just lead to a standoff.... but I'm not sure of that.

Have you considered breaking up the grid with some odd-shaped obstacles? Or maybe adding some "pre-placed" 0's and X's for players to build on?
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#4 T800

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Posted 23 July 2012 - 01:22 PM

Thank you for both comments.
The new version of the game allows CPU v Human gameplay, and also CPU v CPU.
For now, I am working on the strategy behind the AI because it is just too easy to win :)
It will be pretty easy, it is just about right values.
I would like to make the second strategy, on which the AI would try to calculate a certain number of enemy movements in the future. It would be very interesting to see how it fights against an ordinary CPU player.
After I finish with that, i will start thinking about making the game more appealing.



In the last post I have updated the game so it is now possible to play against the computer.

Edited by T800, 23 July 2012 - 01:30 PM.

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#5 T800

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Posted 29 July 2012 - 01:36 PM

29.7.2012, I have updated the game.
I have finished the works on the level 1 A.I. today.
The computer can predict the player's one move forward.
It plays by realising my own strategy :geek: , it makes mistakes very rarely.
I am now beginning works on the A.I. level 2 which will predict all the enemy movements till its victory.
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