Re: ChessRogue too random? Turn order



Chris Morris wrote in news:871wqe7lhu.fsf@xxxxxxxxxxxxxxxxxx:
Brendan Guild <dont@xxxxxxx> writes:
Another way would be to have all the enemy pieces move
simultaneously, not in order. When a space is being exited, that
should either become available to all enemy pieces or none of
them, not just the ones that happen to be later in the order.

If there is a conflict with two pieces trying to move into the
same space, that could be settled randomly. That's still random,
but it's a different sort of randomness. The player already knew
that two pieces couldn't occupy the same space, so it's just a
matter of the enemy AI choosing which to move in and which to
move elsewhere. A random AI is acceptable, so long as the player
can truly judge which moves are open to any individual piece.

Essentially that's equivalent to randomising the move order each
time, if the conflict between two pieces wanting to move to the
same space gets settled randomly (and the other therefore has to
move to a less-good space). If you want to try it, just do:

That's not quite correct! The goal of my suggestion is to reduce
randomness, not to increase it. Perhaps I failed at that, but let me
demonstrate my thinking more clearly with examples:

######## Starting from this position
..@...PP.
######## if the @ moves in any direction
...@..PP.
######## this would happen every time with plan A:
...@.P..P
######## and this would happen every time with plan B:
...@.PP..
########

Where plan A forbids a piece from moving into any space occupied on
the previous turn and plan B allows a piece to move into spaces that
would otherwise be free in the next turn.

You are exactly right that this situation:
########
..@..P.P.
######## would behave just as if the turn order were random, but that
is only because you have two pieces fighting for the same space. In
all situations where pieces are actually blocking each other, .PP.,
you get deterministic behaviour that does not depend on turn order.
.



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