So I've been poking about and I found more than one "Automated Emperor" variant over at BGG so all the players can be rebel heroes and take on a simply scripted Imperial player.
But I want to play the fun part.
So I've been poking about and I found more than one "Automated Emperor" variant over at BGG so all the players can be rebel heroes and take on a simply scripted Imperial player.
But I want to play the fun part.
Passing by, how does work thoses solo modes, with automatic Empire ?
I haven't tried the Rebel solo variant yet but the Imperial variant would be so much better. We need a Mr Smarty Pants to figure this out.
Using my games with a friend (I was the imperials)as a framework, the basic algorithm for the rebel side should be this:
Round one, Pick a random rebel, they move their speed, and attack the closest imperial. Rinse and repeat
Round two, all heroes rest twice
Round three, all heroes wounded, game over
I just play and try to win as both sides.
I just play and try to win as both sides.
My wife picks on my for doing this. I tell her I always win but she reminds me I always lose.
Using my games with a friend (I was the imperials)as a framework, the basic algorithm for the rebel side should be this:
Round one, Pick a random rebel, they move their speed, and attack the closest imperial. Rinse and repeat
Round two, all heroes rest twice
Round three, all heroes wounded, game over
If that was your algorithm, the heroes would never win. Rebels can't win by only attacking, moving and resting.
I think the decision trees for the rebels are too complex to create a tabletop algorithm for, you'd need to punch all the variables into a complex AI program to get anything that is near optimal.
Consider how varied the win-conditions are for the rebels, and how many different choices they have to make during their turn based on what xp items they have compared to the imperials.
Imperials it's move, attack, wound all the rebels, stall the rebels (by attacking them and making them rest.) Rebels have to interact with objectives, manage damage and action economy, manage strain, choose whether to strain move and how much, plus all the choices to made for each xp item.
I think it would be impossible to automate the Rebels. To many surprises.
That makes me sad, but you make good points. It is probably impossible.
Doesn't mean I wont try! Lol
I'm no expert in the slightest, but don't think it would be impossible.
You would have to start with programming AI for one rebel at a time. So 1 rebel against the entire empire side.
once complete add additional steps for other rebels on the board, making decisions based on their proximity to self and objective and their health.
I'm no expert in the slightest, but don't think it would be impossible.
Not impossible, but impractical to do it with an analog system (by hand) like the emperor ai is. The emperor ai goes through something like 8 logic steps that must be checked manually each activation, and that's with only 2 possible actions (that's only 3 possible combinations per activation), and a single goal (wound all heroes). Rebels are exponentially more complicated thanks to special abilities, special actions, a variety of goals with often multiple ways to accomplish each goal, and the biggest thing is strain and health management, as that is both a resource and an objective in itself. Any ai would have to account for all of those things every action, and it would take you minutes to do all the logic checks required just to perform a single action, to the point that it makes more sense to pick the revels actions yourself.
That being said, I'm starting to have some ideas as I analyze this more and more.
There might also lay some hope hidden in the Empire ai. As it turns out, there are two missions I can think of where the Empire has similar objectives to what the Rebels do. Under Siege and Vipers Den. How does the empire ai manage the objectives in those missions?