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24 Hour Create Challenge! - "Risk" board game AI

Archive: 13 posts


Comishguy67 challenged me to make a smart AI for a board game. We were playing 'Connect 4' at the time, and had discussed 'Checkers' previously, but the game I really want to make is 'Risk'!

What I proclaimed was that I could probably make something in a day, which is now my goal. Not just to put together a little demo, but to make a fully functional AI to play against.

I'm somewhat busy preparing since classes are starting soon (in 5 days), so instead of spending an entire single day working on this, I'm going to make it a maximum of 24 hours of time spent creating.

Wish me luck . I'll post my results and give updates after each session.
2011-09-02 08:48:00

Author:
SSTAGG1
Posts: 1136


Sounds cool and your other post I checked too, so you can take a look at that. Never played Risk, so I don't know what to expect...2011-09-02 16:05:00

Author:
Roneranger
Posts: 415


LOVE THIS... This is how I made my table hockey game. I did mine in 16-19 hours or so. But Risk is a lot more logic...2011-09-02 16:11:00

Author:
poorjack
Posts: 1806


Sounds awesome, I'm a huge Risk junkie. While I was when I was growing up. Funny you should mention Connect Four because I actually just recently made a 1 player version of connect four with computer AI and all. It's still a work in progress because the AI isn't totally sound yet.

Anyhow I like your work and I'll be keeping up with this project. Good luck pal.
2011-09-03 01:28:00

Author:
Unknown User


Ha! i was just thinking of making a risk game the other day. I worked out how to create and sort a deck of cards, but then got stuck on the implementation for that. I'm really interested to see how this goes. Just making a functional game board would take me at least 24 hours.2011-09-03 01:33:00

Author:
tdarb
Posts: 689


I like Risk! The mobile/electronic versions But good luck. Don't get a YLoD though!2011-09-03 01:46:00

Author:
Unknown User


So far I've managed to make:
- Random dice rolls with comparison between attacker and defender done correctly so that highest vs highest, and 2nd highest vs 2nd highest, it's quite ingenious IMO since it uses hardly any logic
- Free movement for the player, with a lock-on cursor that will 'attach' to the closest province (each player gets their own cursor. When it's their turn, the selection cursor is given to them so they can manipulate the game)
- Turn selection and timing (only gives turns to active players and forces turn end in order to speed up pace of game since Risk games can take upwards of 3 hours to finish IRL)
- Soldier counting for each province, and ability to give and take soldiers to and from a province (can only take back soldiers you placed there this turn ...still very buggy though)
- North and South American provinces made as close to IRL as I can make it in such a short time

Spent 4.5 hours so far. Dice rolls took me less than 5 minutes to make, and I'm planning on giving them out as a prize since they work perfectly. I'll usher in a whole new line of dice based board games, lol. I wasted an hour though, making a different method for selecting provinces and giving them soldiers. It was overly complex and wasn't very good so I trashed it.

EDIT: BTW, I'm probably not going to be able to finish this within 24h. tdarb is likely correct in saying that I will only have the board game itself done, no chance for an AI I'm afraid. Had I chosen a simpler game, than yes, I probably could have done something, but risk..... I dunno. I'm still going to try of course .
2011-09-03 02:31:00

Author:
SSTAGG1
Posts: 1136


I'll usher in a whole new line of dice based board games

I imagine you will!

As far as one of my concerns with this goes: You had better make some sweet unit models. Not the old school roman numerals, but the new school (infantry, horse, and cannon) or something.
2011-09-03 02:38:00

Author:
Unknown User


Good luck! ;P2011-09-03 02:45:00

Author:
StaticLinuxpro
Posts: 482


I imagine you will!

As far as one of my concerns with this goes: You had better make some sweet unit models. Not the old school roman numerals, but the new school (infantry, horse, and cannon) or something.
HAH, I was actually just discussing this (well, a few hours ago). I'm thinking of portraying battles in normal view, with sackbot units (dressed to look like soldiers). It'll be like a FF game or something, where attacks consist of some animation hitting the enemy.

Infantry are 1 unit
Cavalry are 5 units
Artillery are 10 units

Also, when the challenge is over, I could use some help making it look nice. It's not much to work on, so it should only take a short time to liven up. Almost the entirety of the game is logic....like all my creations...
2011-09-03 02:47:00

Author:
SSTAGG1
Posts: 1136


Yeah I've checked out most of your levels when I was deciding whether of not to join LBPC. Great work, really.

I think the TBC (Turn Based Combat) system you have in mind is actually a really good structure for this project. Probably the best way to go actually. I hadn't even considered that until you mentioned it. So how will you handle the unit count per country/area? Will you just be using a number system for each area?

I could help with the finishing touches, or even testing/debugging stuff when you're wrapping this project up. I've put hours upon hours into create mode just testing stuff and then creating new systems to reduce thermo usage, or other issues (which I'm sure you have too ). So if you need any help once it's getting to the finishing stages, I'd be more than happy to hop in on it with you.

Also, I wanted to ask you a few things about RTS stuff. I read elsewhere that you had tried to create a few RTS projects in the past, and that's how I originally found your profile was from the LBP1 RTS you created. I'll just shoot you a PM or something regarding this though as I'm sure you don't want me clustering this thread with this stuff, haha.
2011-09-03 03:10:00

Author:
Unknown User


Instead of a dice roll, I thought you would of gone for a RTS style where you can only move a certain number of steps. I don't play many RTS, but the one I like the most is Worms. 2011-09-03 19:27:00

Author:
Roneranger
Posts: 415


Instead of a dice roll, I thought you would of gone for a RTS style where you can only move a certain number of steps. I don't play many RTS, but the one I like the most is Worms.
I take it you've never played Risk before . I'm not going to drastically change the game in any way... that'll come later, after I finish the main game

Just finished the attacking/defending dice roll design with outcomes...had to redo part of it.
2011-09-03 19:55:00

Author:
SSTAGG1
Posts: 1136


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