Nerdy Doings

Jul 15, 2010 19:18

In reference to my previous Scotland Yard post...

So I decided to give it a start.  I spent way too much time on a fancy map editor, and learned all sorts of things about the game in the process:
The board I have must be very old (1985).  There's no 108 on the board.  Later editions fixed this by getting ride of 200 and shifting a few numbers ( Read more... )

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Comments 4

zanfur July 16 2010, 05:21:31 UTC
Have you considered using a simple alpha-beta pruning tree, using "possible movements of fugitive" as an evaluation metric to minmax? There is a *huge* multipliciy of moves for each "detectives" turn (I just consider the detectives to have one large "supermove"). I think, in general, an evaluation function that minimizes the number of potential moves the fugitive has is a good start ( ... )

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tracher July 17 2010, 12:36:57 UTC
I was thinking much along these lines, but I'm not sure on the specifics of how to coordinate 5 detectives in such a maneuver. I think this coordination is one of the more interesting problems for both AI and real players.

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sonofzeal July 16 2010, 06:45:02 UTC
When using the defined set of starting locations, do you have the detectives work out what spots Mr. X could possibly be in?

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zanfur July 17 2010, 00:20:35 UTC
If you're asking me, no, I don't bother. It rapidly becomes "the whole board" after the first couple turns. I treat that as "unknown" and head for the underground stations.

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