@bbbscarter@mastodon.gamedev.place
Post #1716391
2026-03-31 07:56 UTC
@britown thanks, that was a great read - using MCTS to coordinate multiple enemy AIs is quite a novel approach!
A couple of questions. Do you do anything to simulate the player's move after each step? And how do you 'score' moves like 'block the exit'?
Replies (1)
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@britown@mastodon.gamedev.place 2026-03-31 13:50
@bbbscarter I'm glad it was coherent! NPCs treat the player as doing nothing on their turn which is great when they go first and less reliable if they go after, but the player has the automatic into the breach advantage of seeing everyone's planned turn before deciding what to do. The simulation does take into account end of turn tick down and recovery for the look ahead though, they'll see the damage of standing in fire or understand that recovering stamina for a turn allows a good ability