Is chess-like AI really inapplicable in turn-based strategy games?

Posted by Joh on Game Development See other posts from Game Development or by Joh
Published on 2011-02-13T09:56:01Z Indexed on 2011/02/13 15:33 UTC
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Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable.

I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals.

I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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