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Chased by AI

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Milostnik
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Joined: 03/11/2017

Howdy y'all.

I was wondering if anyone know of any games where you're moving around a map or board and being chased by an entity or threat that agros on a player?

What games did this well in your opinion?

FrankM
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Joined: 01/27/2017
Haven't played this

Haven't played this, but this part of the review stuck in my mind.

The Walking Dead: All Out War

Ars Technica wrote:
Each game begins with a number of Walkers—the comic’s term for the risen dead—on the table. More will appear over the course of the game, and they present a constant threat to both players. Move one of your models too close to a Walker and it will immediately close in for the kill, forcing you into close combat. Make noise by moving too quickly or firing a gun and you’ll draw the attention of nearby ghouls, causing them to stagger in your direction en masse.

Jay103
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Joined: 01/23/2018
Zombie Princess and the

Zombie Princess and the Enchanted Maze?

FrankM
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Joined: 01/27/2017
Are the rules available anywhere?

Jay103 wrote:
Zombie Princess and the Enchanted Maze?

I don’t see the rules available anywhere for the game.

If it was a computer game, you’d end up using something called the A* algorithm. It is computationally heavy, but deals with changing terrain without much additional load.

Careful design of the maze could simplify the algorithm immensely. At the extreme, an single large open square just requires moving directly toward the target. A maze that seldom forces one to turn away from the core (think Pac Man) is almost as easy to navigate.

Jay103
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Joined: 01/23/2018
A* is a minimization

A* is a minimization algorithm that is extremely efficient, but I don’t think there’s much to be taken from there into the board game realm. Also, AI shouldn’t act perfectly in a typical game (other than Chess, etc), because it’s not very realistic. If there’s someone chasing you and they always take the optimal path no matter what you do, you’re never tricking them successfully or getting away from them.. not much fun.

FrankM
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Joined: 01/27/2017
A* is a star

Just to be clear, A* is the most efficient known algorithm of its type, which is why it's baked into everyone's GPS and Maps app. It's just heavy to do by hand.

But there is the idea that AI should be heading for where it "thinks" you are, not necessarily where you actually are.

I doubt it makes sense to fully implement these steps in a board game, but it would go something like this:

1. Determine player's estimated position. If the player is visible, estimate is perfect. If possibly visible (through brush or something) then there is a chance of a perfect estimate. Otherwise the AI uses a set of heuristics to update from the last estimated position.

2. If the estimated position should be visible, but player isn't there, do something in line with the AI's supposed level of intelligence. Nearly mindless zombie would probably switch to a mode of wandering randomly.

3. Move toward the estimated position. If it's supposed to be a really smart AI, it can move toward the estimated location at the time of intercept.

Something in that vein, however, is probably what the OP is after.

Jay103
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Joined: 01/23/2018
That sums it up pretty

That sums it up pretty well.

A* involves a heuristic value that lets the search proceed efficiently. A real enemy wouldn't have that.. they'd be doing something more like a greedy algorithm. (also, A* does a prospective search.. it doesn't move and recompute.. it computes the whole path from the starting point to the goal at once)

If there are two choices, left and right, and the AI thinks you're off to the left, it should probably choose the left one. If it knows you're in the boiler room and it knows the layout of the ship, it's heading for the boiler room by the shortest route. If it's a zombie, random. If it's a dog, maybe it can follow a scent trail.

Fri
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Joined: 09/06/2017
You may want to take a look

You may want to take a look at burglar bros. It is a co-op where you play as the burglar against the guards. It uses random movement for the guards unless the player sets off an alarm then the guard moves to the alarm (where the player is) The play area is only 4x4 which probably helps greatly with the guards effectiveness.

https://boardgamegeek.com/boardgame/172081/burgle-bros

Also there was a thread similar to this a while ago.

https://www.bgdf.com/forum/game-creation/mechanics/way-make-none-player-...

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