I wanted to create a trunk and try some things myself, but somehow my adjustment (Adding Trade Route Value to the state) ended up in the main branch. I don't think it's necessary to explicitly not use this value if Trade Route is not in the supply, we can still update the value as an O(1) operation, but just do nothing with it, but if it can be easily programmed, of course it should be done. This value should be increased whenever a VP card is bought.Ĭalculating the TR value by counting if the full amount of VP cards is left in a certain pile is incorrect due to Ambassador. I've been thinking about Trade Route, adding "tradeRouteValue" to state seems enough to me, no need to do something with a mat. Looking through the source it can be a bit difficult to spot which ones you still need. Is there an easy checklist for the cards you have done/need to be done? documentation about how to query / mess with the game state.copious documentation about how the cards are defined.Heck, I made all the JavaScript and CSS and stuff work, so implementing more cards and strategies is the fun part. This project is open source, and I really would appreciate help finishing it, because Dominion is a game with a lot of parts to it. I code this for fun, and XML is the opposite of fun, but I totally wouldn't mind if someone could help make a translator. It's unfortunately incompatible with Geronimoo's XML strategies.It doesn't yet do smart things like avoiding suicidal buys, or buying out piles when it's ahead.The Web page only has an interface for 2-player games, even though the command line supports more.Sometime around last week I found that the Witch was giving other players Witches instead of Curses, for example. It probably has some terrible/hilarious bugs in it.I don't think you'll need any prior familiarity with CoffeeScript - you have a bunch of lines that look like this: "Colony" if ("Platinum") > 0 Strategies are designed in a concise form based on CoffeeScript.This could take 10 iterations, or it could take 10,000, or it might never stop if the AIs are functionally identical. It pits two AIs against each other repeatedly until it's 99.7% sure which AI is better. There's a "play until one player dominates" button.Or the decision can be left to the BasicAI, where I hope I've put some reasonable play rules. Every decision an AI is asked to make can actually be decided by the AI, except for really lame ones like which cards to clean up in which order. AIs can set their own priorities not just for gaining cards, but also actions, trashing, discarding, and so on.For one thing, I've only implemented 37-ish Kingdom cards so far (although now that OMG IT WORKS, I can probably get to defining a lot more of them quickly.) It'd also be nice if it had more pre-defined strategies than the few that appear in the dropdown box.īut running on the Web will hopefully make simulation accessible to many more people. Now, this is nowhere near a substitute for Geronimoo's simulator at this point. I've got a new Dominion simulator, and it's made of JavaScript so you can run it right now on the Web (unless your browser sucks)! Here it is:
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