“True King” Development – Strategy Board Game AI

While I’ve procrastinated on this for some time, I finally got around to implementing a game feature this month. A big part of my game “True King” will be a turn-based strategy mode, held on a map grid between two armies, like “Fire Emblem” or “Final Fantasy – Tactics.” Or, more generally, like Chess or Checkers. I had already made a prototype where the enemy character AI moved randomly (see that article here from… 18 months ago?!?). Now, the enemy AI knows where your players are, and knows to move towards you, to create the illusion of a somewhat tactical army.

How does one create artificial intelligence for this type of thing? It’s a basic concept, and I’ll talk about how I did it.

Trust me, you can’t hide from the AI.

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Research in Artificial Intelligence – Adding “Heritage” To Evolutionary Algorithms

This blog is about my journey as an indie game developer. But I do other things too: last year I finished my Master’s degree with a thesis on artificial intelligence. In my defense I talked about a new algorithm concept of my own design, and how it improved over existing implementations. I also secretly intended the design of this algorithm to be usable in my next game project, which I am currently working on.

So with this justification and with my last paper on the subject published, I will briefly talk about my Master’s research in the article, and why I think I may never take a job involving “academia research” again.

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