02-12-2021, 02:14 PM
This is a game invented on the way from Infuse to Refugia.
Please submit it to your database.
You have requested that we not add piece graphics to the data-base and you already have 4 goats, on of which is nice looking so I have used it as a fall-back.
I purposely have not exactly referenced the goat piece, so that a custom piece can be added to the Ludii directory separately, if people want to use my original artwork, supplied separately without affecting your standards. Please leave it this way unless there are security issues involved. (My art is a goat standing on a rock which I designed and drew myself.) I also have an option to play with discs that can be selected.
The game a limited placement / limited movement game with a goal of greatest number of connections leading to clumping. I don't know if you have a category that fits this.
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As in several of my games, passing reduces the following move's options, and so can be used to force game termination, when the other player can no longer make gains. Passing is thus very asymmetric.
In this game, the effect of passing can take a few moves, with the result that the AI completely misses its power in concluding the games, passing over shorter solutions for longer combos.
-->> Is there a way to tell the AI not to ignore (or to actually prioritize) passing moves when a player is leading in score, and they lead to mobility losses for the other player, (unless they lead to score turnarounds?)
Please submit it to your database.
You have requested that we not add piece graphics to the data-base and you already have 4 goats, on of which is nice looking so I have used it as a fall-back.
I purposely have not exactly referenced the goat piece, so that a custom piece can be added to the Ludii directory separately, if people want to use my original artwork, supplied separately without affecting your standards. Please leave it this way unless there are security issues involved. (My art is a goat standing on a rock which I designed and drew myself.) I also have an option to play with discs that can be selected.
The game a limited placement / limited movement game with a goal of greatest number of connections leading to clumping. I don't know if you have a category that fits this.
---------------------
As in several of my games, passing reduces the following move's options, and so can be used to force game termination, when the other player can no longer make gains. Passing is thus very asymmetric.
In this game, the effect of passing can take a few moves, with the result that the AI completely misses its power in concluding the games, passing over shorter solutions for longer combos.
-->> Is there a way to tell the AI not to ignore (or to actually prioritize) passing moves when a player is leading in score, and they lead to mobility losses for the other player, (unless they lead to score turnarounds?)