01-28-2021, 04:05 PM
This version of Throngs is working, and I would like it included on an experimental (beta) basis, as there are still caveats.
It includes 3 board types.
Outstanding issues:
1) AI is essentially random for this version. It also considers each decision as a turn so that can be several decisions before turning control over to the player.
2) The turn counter is not breaking the turn register into proper turns according to who the mover is. - I even restructured the turns into separate phases and tested modifying the turn counter in the script, but nothing seems to correct this.
3) Using Meta settings was causing the AI to hang, so I implemented "no repeats in turn" using Remember instead.
4) I also worked around All Pass, -- I have not gone back to test if your new change works, as it would now mean restructuring again - And I am skeptical, until I see the turn register actually working.
5) Having to implement a "stop turn" choice is awkward for the players, but necessary because otherwise they could easily miss when their second turn started. I really hope there is a way I could pre-calculate all the positions, so each turn would be a pair of choices (from to).
(I managed it almost using neutral pieces on the sites to select, but it was very heavy and took many seconds to compile, and had problems with remembering duplicate values, making it execute slowly as well. It also gave a really hard to read record of the moves, due to the decisions affecting dummy pieces. -- In the end, I abandoned it and the attached implementation is the most practical I can manage.)
6) Given that it is multi-step, It would be nice if the player setting of using only the (to) locations actually worked for the continuation moves, instead of requiring the selection of the last To position each time. - Is that a player issue? how does one script such that that can happen?
It includes 3 board types.
Outstanding issues:
1) AI is essentially random for this version. It also considers each decision as a turn so that can be several decisions before turning control over to the player.
2) The turn counter is not breaking the turn register into proper turns according to who the mover is. - I even restructured the turns into separate phases and tested modifying the turn counter in the script, but nothing seems to correct this.
3) Using Meta settings was causing the AI to hang, so I implemented "no repeats in turn" using Remember instead.
4) I also worked around All Pass, -- I have not gone back to test if your new change works, as it would now mean restructuring again - And I am skeptical, until I see the turn register actually working.
5) Having to implement a "stop turn" choice is awkward for the players, but necessary because otherwise they could easily miss when their second turn started. I really hope there is a way I could pre-calculate all the positions, so each turn would be a pair of choices (from to).
(I managed it almost using neutral pieces on the sites to select, but it was very heavy and took many seconds to compile, and had problems with remembering duplicate values, making it execute slowly as well. It also gave a really hard to read record of the moves, due to the decisions affecting dummy pieces. -- In the end, I abandoned it and the attached implementation is the most practical I can manage.)
6) Given that it is multi-step, It would be nice if the player setting of using only the (to) locations actually worked for the continuation moves, instead of requiring the selection of the last To position each time. - Is that a player issue? how does one script such that that can happen?