Sunday, September 1, 2024

September 2024; Behavior Scripts

 

Working on a decent 1 vs 1 computer-player that isn't reinforced learning. Even though DeepMind/DeepNash plays Stratego well, which is a game with an incomplete information environment, non-deterministic, and zero-sum, I do not have anywhere close to those resources to train a model on a 40k tile map with a large variety of units with complex/nuanced interactions on multiple layers. I've had to rely on behavior/trigger scripts, calculating utility, influence maps, threat matrices, meta-data attached to maps (choke points, connection networks, strategic terrain overlays etc.), tactical playbooks, operational templates, objective priorities, build orders/tech paths, resource management profiles, game state/game tree search, etc. etc. etc. to try to best simulate a good opponent.  This requires datasets much larger than the actual game units/tile stats used to generate various data structures for game rules.

April 2026 Screenshot

  Testing the real time system before plugging in the rest of the GUI.  The migration to Godot 4.6 required full rewrites to so many systems...