This quote is from a thread in Game Problems: Issue with nested (sites Around in new game Infuse https://ludii.games/forums/showthread.php?tid=264
I don't necessarily need a ludeme for this, I just need to know how to code it. So far I've only found examples of hop sequences that use moveAgain and Pass.
My game (Batalo) uses hop sequences as well as slides, and since winning is primarily by reaching a goal I want to know if a sequence of hops will reach that goal at the beginning of making the move (just as a slide will show me all the legal spaces that can be reached).
This seems crucial for an AI to understand the best moves to make. Also it seems necessary for setting a priority for winning moves of reaching the goal as opposed to simply capturing all opponent's pieces (which is also a win condition by virtue of the opponent no longer being able to stop the player from reaching the goal).
PS: the option to stylize text or add attachments in posts is no longer available (I had to hand code for bold and italic)
(11-23-2020, 09:07 AM)Eric Piette Wrote: Hi,
by "it would useful to have a ludeme that selects the results of moving n times sequentially, to use when it is sufficient for the player to simply choose the end position without having to specify every point along the route to get there."
You mean if the player can move a piece n times with a specific move (like step or even Hop), you would like all the final destinations after that sequence of move to move directly there in one move? is that right?
Maybe that would be clearer with an illustration/example of a specific case.
Regards,
Eric
I don't necessarily need a ludeme for this, I just need to know how to code it. So far I've only found examples of hop sequences that use moveAgain and Pass.
My game (Batalo) uses hop sequences as well as slides, and since winning is primarily by reaching a goal I want to know if a sequence of hops will reach that goal at the beginning of making the move (just as a slide will show me all the legal spaces that can be reached).
This seems crucial for an AI to understand the best moves to make. Also it seems necessary for setting a priority for winning moves of reaching the goal as opposed to simply capturing all opponent's pieces (which is also a win condition by virtue of the opponent no longer being able to stop the player from reaching the goal).
PS: the option to stylize text or add attachments in posts is no longer available (I had to hand code for bold and italic)