How would one program a borg to play ToME?

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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jenx
Sher'Tul Godslayer
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Joined: Mon Feb 14, 2011 11:16 pm

How would one program a borg to play ToME?

#1 Post by jenx »

I've always enjoyed borgs for *band games. What would be required to program one for ToME? I probably don't have the programming skills to write one, but I'm still interested. I think the first step is to work out the architecture required to run a borg, and then we can work out the decision making algorithms to progress through the game.

Probably best to start with a "simple" class, like archer.
MADNESS rocks

lukep
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Location: Canada

Re: How would one program a borg to play ToME?

#2 Post by lukep »

I'd modify the tactical AI, adding resting and autoexplore. You would also need to add the zone order, item selection, and talent choices (which could be from the templates?)

Other things you may want to do:
- predict enemy behavior
- make if/else statements to make more powerful talent choices (eg. for replacing normal "shoot" talent: check stamina, if not high enough, use relaxed shot. next choice is Steady shot, then double, then crippling...)
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

SageAcrin
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Re: How would one program a borg to play ToME?

#3 Post by SageAcrin »

If you want to make it successful, your best bet is probably something like a Summoner. Simple to make a build plan for, skills have simple execution often, and you can do things like have it fire summons around corners for a while before rounding every corner for increased likelyhood of survival.

Alchemist might be good as an option, too, and it's probably a lot simpler to code.

Sirrocco
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Re: How would one program a borg to play ToME?

#4 Post by Sirrocco »

The real problem with TOME-borg is TOME's severe anti-grinding stance. The Angband/Zangband/etc borgs lean on computational patience a lot, and spend even more time grinding than normal ang/zang players. This, and a willingness to simply cut and run and respawn the dungeon level, is how they make up for being an algorithm rather than a person. Admittedly, the bit where they never get bored and stupid would still help, but I don't think it would be anything like enough.

HousePet
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Re: How would one program a borg to play ToME?

#5 Post by HousePet »

Assimilate one of those players who can win the game on Insane...
My feedback meter decays into coding. Give me feedback and I make mods.

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