AI for simple board game

已取消 已发布的 Feb 23, 2012 货到付款
已取消 货到付款

I need an AI for a simple 2players tile capture board game. Your job is to create the AI by creating the AI I mean implementing your game strategy that will capture more tiles than the opponent at the end of the match.

The game manager is already made you only have to implement the strategy, for example:

if nearby space is empty capture it

or

if there are empty spaces after a wall go and grab them

You don't have to deal with graphics or other design stuff, only the logic for the AI.

I will be evaluating your work against other AI players made by other people (students not game programmers or AI scientists). I am expecting that at the end of a match your AI should have and advantage of at least 1-2 tile ahead of the opponent ON ANY MAP. (that means that my AI will always win (the difference is not so important)) THIS IS THE MAIN REQUIREMENT

Other AI players use Negamax tree search (the exact same implementation that I have and this will not change)

I will be providing you with the Negamax implementation and the Game Manager.

Take into consideration that the your AI must do it's thinking under [url removed, login to view], in other words it should produce a move in under 9.5seconds. This time is measured by game manager (I can provide source code for it if interested how it measures).

See the detailed description if interested.

## Deliverables

I need an AI for a simple 2players tile capture board game. Your job is to create the AI by creating the AI I mean implementing your game strategy that will capture more tiles than the opponent at the end of the match.

The game manager is already made you only have to implement the strategy, for example:

if nearby space is empty capture it

or

if there are empty spaces after a wall go and grab them

You don't have to deal with graphics or other design stuff, only the logic for the AI.

I will be evaluating your work against other AI players made by other people (students not game programmers or AI scientists). I am expecting that at the end of a match your AI should have and advantage of at least 1-2 tile ahead of the opponent ON ANY MAP. (that means that my AI will always win (the difference is not so important)) THIS IS THE MAIN REQUIREMENT

Other AI players use Negamax tree search (the exact same implementation that I have and this will not change)

I will be providing you with the Negamax implementation and the Game Manager.

Take into consideration that the your AI must do it's thinking under [url removed, login to view], in other words it should produce a move in under 9.5seconds. This time is measured by game manager (I can provide source code for it if interested how it measures).

The implementation that I will provide is well documented, every method is well explained. The language is C# running on .net 3.5.

You will measure your AI's time using the game manager.

The game rules:

1. a player can move 1 square straight or in diagonal per turn (after each move a tile is captured)

2. a player's active tile can capture the adjacent passive enemy tiles

3. a player's active tile can capture the enemy's active tile if they collide (the one that makes the move captures the opponent)

4. a match ends when:

- there are no more empty tiles

- both players get stuck

- an AI thinks for more than [url removed, login to view] (that means disqualification for that AI)

- an AI throws and Exception (that means disqualification for that AI)

Summary of requirements:

1. At the end of a match your AI should have and advantage of at least 1-2 tile ahead of the opponent's AI ON ANY MAP

2. The AI that you make shall not process/think/evaluate for more than 9.5 sec meaning that it should make its move in under 9.5seconds.

3. The resulting AI should not throw any exceptions or crash the game manager

4. Your implementation should be well documented and structured.(NO SPAGHETTY CODE)

5. All the strategies implemented should be documented separately.

NOTICE for bidders:

If you are not familiar with game programming algorithms like A* Negamax, MCTS , etc this is not for you. YOU CANNOT CREATE AN AI USING PREDEFINED/HARDCODED CONDITIONS

I have attached the gamemanager(with help files) so you can see what's going on.

教育与辅导 工程 游戏控制台 游戏设计 Odd Jobs 软件构架 软件测试 视窗桌面

项目ID: #2715001

关于项目

远程项目 活跃的Mar 22, 2012