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Mindy - Engine

I'm creating a python engine to access all of MoM.
In particular it will be able to set a hook into the combat routine and respond to it.
The purpose is that a python script can second guess MoM's battle choices.
(I could also easily create a java engine, but for now I think python is the better choice.)

I'm also preparing an example python script that will change battle decisions.
Is there anyone willing to try and create a few new AI rules?
--I like ILSe
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Level requested of the answer?
Analysis, python language or something else? smile
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Okay, here it is: Mindy-Engine-0.0.1-Windows.zip!

It contains a README and a set of example python files that show how it should be used.
In particular the example_momai.py file shows how the engine can operate.
It contains only 1 simple rule: attack the first possible target.

The auto-completion feature of python should show you most of what you have available.
Typically type the name of any object followed by a dot '.' and press Ctrl+spacebar (if the feature did not already kick in).
--I like ILSe
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For people preferring Linux, I've added a linux version: Mindy-Engine-0.0.1-Linux.zip.

b0rsuk?
--I like ILSe
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I'm intrigued by the Python interface.

So the AI is basically a script, a sequence of commands ? No "proper" or advanced concepts like minmax ? That would probably be prohibitively expensive in terms of computation costs.

"Magarena" is a free Magic: The Gathering game (single player only) with remarkably good AI. Yes, it does make some mistakes, most notably once in a while it launches a suicidal attack, it doesn't save cards for later, is bad with activated abilities, and doesn't take untapped lands of opponent into account. But it can look up to 8 turns ahead, and can pull off surprisingly nasty tricks (like buff YOUR creature with an instant to get rid of its own creature with a terrible curse). If it has an opportunity to make your life miserable, it WILL use it.
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b0rsuk Wrote:I'm intrigued by the Python interface.

Good! smile

Quote:So the AI is basically a script, a sequence of commands ? No "proper" or advanced concepts like minmax ? That would probably be prohibitively expensive in terms of computation costs.

Yes, AI is a script without use of a minimax concept.
It does contain a lot of the rules of MoM.
For instance, the game allows you to run to and attack invisible units.
There are specific (imperfect) rules that prohibits the game from doing exactly that.

We could build the alphabeta algorithm in.
With a function that gives the expected statistical outcome of a fight that would become feasible.

I'll see if I can convert my combat simulator to a form that fits into the engine.
Either way, it would be nice if the tweaker could predict outcomes of battles before entering into them.
--I like ILSe
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