strategy game ai

Today I tried to make an AI for a strategy game, and let me tell you, it was a wild ride. First, I started by looking at some common ways people build these AIs. I found out that there are mainly two ways to do it, rule-based systems and those fancy machine learning things.

Since I’m not really into that super complicated stuff, I went with the rule-based approach. Basically, I created a bunch of rules that told the AI what to do in different situations. It’s kind of like making a detailed game plan, you know?

I spent the whole morning playing the game, not just for fun, but to understand how it works inside out. I was looking at what makes you win or lose, what moves are smart, and stuff like that. Then I started to write down these rules, like, “If the enemy does this, then the AI should do that.”

Coding this thing was a bit of a headache. I had to turn all those rules into code that the computer could understand. It wasn’t just a few lines; it was a whole bunch of “if-else” statements. It felt like I was writing a huge instruction book for the AI.

    Here’s how I did it:

  • First, I played the game a lot to get a good feel for it.
  • Then, I wrote down the rules based on what I learned.
  • After that, I started coding, turning those rules into a program.
  • Finally, I tested the AI by playing against it, making changes until it got pretty good.

After lunch, I started testing the AI. I played against it over and over again. At first, it was making some pretty dumb moves, but I didn’t give up. I kept going back to the code, tweaking the rules, and fixing errors. It was a slow process, but I saw it getting better each time.

strategy game ai

By the end of the day, I had an AI that could actually play the game. It wasn’t going to win any world championships, but it was decent enough to give me a good challenge. It felt really good to see something I made from scratch actually working.

This whole experience taught me a lot, not just about making AIs, but also about being patient and sticking with a problem until you solve it. It’s pretty cool to think that with just some rules and a bunch of code, you can create something that can play a game almost like a human.

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