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Alamaze Solo Game
#1
Alamaze Solo Game

Need your help developing the new Alamaze Solo game that will allow 1 person to play against a computer controlled opponent. Ry Vor is giving me some leeway to create this since he's about to undergo a medical procedure and will be gone for the next two weeks (hope it goes well). So I need to get this done by then so he can play a few solo games while he's recovering but need your help with the A.I. (artificial intelligence) on what the computer controlled position should do during the game.

The solo game will only last 6 turns and the first version will be in Oakendell so the player may choose either the Elves or Druid to play (the computer will play the other kingdom). The dispersed kingdoms (PI,RD,TY,UN) won't be offered since they're spread out over the map and the chances of meeting up with the solo player are slim. So I'm planning on providing a fully functional game that is concentrated in one region (for the most part) that lasts up to 6 turns.

Ry Vor mentioned that he would like to have a limited game on a smaller map but that will take additional development to modify the code and doing so will also delay 3rd Cycle's Beta testing since any code changes that I make for this solo game will require the normal game to be retested over again.

So with that in mind, I was planning on making a few configuration-only changes to make the solo game worthwhile without doing any major code changes. Something like the following:

(1) Each kingdom's initial treasury is 80,000 food and 80,000 gold

(2) Each kingdom starts off with larger militaries to be able to conquer a pc from the beginning of the game. I feel this is necessary because if a beginner player moves a current turn-0-sized group to a pc, they'll be wiped out when they attack and end up saying that this game sucks and leave. So I'm planning on making the 1st group have about 8-10 brigades of troops with 4 kingdom brigades and an assortment of companion brigades (which will look nice in the group section too). The 2nd group will be smaller in size about 5-6 brigades, the 3rd group a patrol, and the 4th group inactive (to move stuff around).

Everything else for a 3rd Cycle kingdom stays the same as the regular game. I can do the above with only configuration file changes so that works out best for me.

So the only piece left to do design-wise is what the computer played position should do in the game. I'm not looking for anything extensive since I only have two weeks to get this done but will need something that would make the solo game worthwhile and not suck. I looked at Fall of Rome's Centurion document and it's practically useless since it pretty much only says that a computer group will issue TAC 3 if beyond pc defense or TAC 1 if smaller in size. That document is a joke so I need your help with this effort on what the computer position should do.

For moving computer controlled groups, I was going to select a random map position (out of the 8 adjacent map areas) and move the group in a random manner one map area at a time. I'll skip entering water areas for now which shouldn't be that much of a problem since Oakendell doesn't have that much water anyway. Computer groups will always use 725 so they'll stop at any pc found then issue a special TAC based upon kingdom abilities (like Barrage if they have Siege Engineering) or a general TAC that is based on group strength vs pc defense. If the computer group meets up with a player group, they'll always attack with random battle spells if a wizard is present in the group.

But I need help with the remaining stuff. Again, I'm not looking for anything complex because I only have two weeks to get all of this done and there really won't be that many people who will play the solo game either (maybe a dozen or so new players in 2016). So I'm not really looking to do a ton of work for such a low number of people who will only end up playing a few sample turns anyway.

Ry Vor mentioned that he would like to have a tutorial version of the game but You Tube videos are better for that purpose and Primeval games that have a mentor (which is the best way of learning the game). So I was planning on the solo game to be a quick version of the normal game to get a person's feet wet before heading into a Primeval game.

So if any of you have any ideas of what the Elf or Druid should do for the first 6 turns in a game, post here and I'll adopt the procedure the best that I can as well as incorporate a similar procedure for the remaining kingdoms when they become available.
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#2
Oh, BTW, players will be able to play a solo game in a single day, or even an hour. As soon as the player presses the Execute Turn button, they'll get an email of their results. No waiting which will be nice!!
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#3
This is an interesting concept.

First to address one of the items you posted above. Of course you wont have the patrols move on 725 as they wont have the means to acquire a pop center. They should move to the utmost of their capacity so rather than random movement I would give preference to terrain in which there is favorable movement.

With that being said, the AI should activate any inactive groups to assist with the search for pop centers. Then a decision needs to be made on how to handle the city. Will a group of emmies be sent to the city or send the the main group there? Looking at the kingdom setups it seems pretty clear that the EL would send emmies but the Druid would likely send a group or forgo pursuing the city, a mistake in my opinion. The AI for either kingdom should look at the city on turn 1, keeping in mind that if either kingdom sends a group to the city they get an automatic L4 recon.

You could set each kingdom to start the game with their opponent as an enemy. This would save a fairly obvious turn one order.

Magic gives many options but some turn one eagle familiars seems obvious. Normally I would use these on squares that have the least favorable terrain for my group movement. I assume you will have a means to track the details of the squares you recon either with groups, agents or magic. You will want to avoid duplicate recons when possible.

Would you want to go as far as to cast regional effects early in the game? An early blinding light from the druid could give that kingdom a great advantage. The EL would then need to be on guard for the entire game or see its groups moral slowly deteriorate.

Both kingdoms have the healing trait so establishing a standing order for heal could be critical in such a hotly contested game.

Both kingdoms start with a L3 agent and it is common practice to train those agents to L4 to take advantage of the advanced recons.

After these turn one actions I would think the kingdoms would need to focus on their strengths. In a six turn game there is not enough time to improve weaknesses. The Elf starts with a superior military and political traits make it stronger there also. The druid starts with better magic.

I would almost always choose the Elf in this contest but if I took the druid I would look to improve my magic by advancing a wizard on turn 1. I would also consider recruiting some troops. Will the delay in summoning companions till turn 4 remain in place?

As the Elf, I think I would try to intercept any Druid group. With my archers trait and with the riders trait giving me Flanking, if the appropriate leader is available, I would try for combat as early as possible.

These are my thoughts. I'm certain others will offer many options to consider.

Good Luck,
George
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#4
UM
Perhaps a different approach give the EL or DU fully control of the region and make one of them the AI. The player would pick what kingdom they want to play vs the AI and would start with one Town and one village in R1 with resources and military as you described. The EL would start with the military but no extra resources as they would have production.
Victory would be if the attacking player has control of the region on turn 6 when the game ends.

I think going this route allows you to specialize the AI more to the specific kingdom it will be and program as more a reactionary AI which is easier. The player will be forced to manage resource as they do not start with enough PCs to maintain there army but will want to take them quickly. Also I think would allow a player to quickly play and get a feel for any kingdom they like making it also something experienced players may want to try as well.

For AI I think having chances to do different things is good. So we know every turn say the EL will use his 1EL. But make it something like
50% it going to a PC that was taken last turn or a few turns ago.
25% it does an intercept order for any enemy group.
25% it moves to a PC it got a report an Emmy moved into last turn hoping to capture them.

As you mentioned group would be given ratios that dictate what they do.
At a PC 1:1 siege - 2:1 attack using a 3 wizard aid in attack, - 3:1 attack using a 2 one wizard defense others recruit or dome, 5:1+ attack using 1 wizards help other kingdom activities.
The game is short no need to cast 101 or 91 type spells.

I will come back with more ideas. Family day need to get going Smile
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