Thematic Solitaires for the Spare Time Challenged

A blog about solitaire games and how to design them. I'm your host, Morten, co-designer of solo modes for games such as Scythe, Gaia Project and Viticulture.

Archive for The Automa Approach

1 , 2  Next »  

Recommend
77 
 Thumb up
11.75
 tip
 Hide

How to make AI difficulty levels feel satisfying

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
I try to make my Automas (artificial opponents) so that playing against them feel like playing against a human player, but as mentioned in a recent blogpost there are exceptions to this. One such exception is related to simulating the skill level of human opponents.
Read more »
Twitter Facebook
36 Comments
Fri Jul 12, 2019 1:23 pm
Post Rolls
  • [+] Dice rolls
Recommend
83 
 Thumb up
0.50
 tip
 Hide

Don’t let your artificial opponent be a random number generator

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
One of the goals of my “Automa Approach” for making artificial opponents (AIs) is that playing against an Automa should feel as much like playing against a human as possible while keeping the rule complexity and workload for the player as low as possible.

My main way of achieving this is to mimic the core player interactions in a game. There are exceptions to this, though, and somewhat counterintuitively the exception I’ll discuss today relates to games with low player interaction.
Read more »
Twitter Facebook
11 Comments
Sun Jul 7, 2019 2:31 pm
Post Rolls
  • [+] Dice rolls
Recommend
67 
 Thumb up
1.50
 tip
 Hide

How to design expert difficulty levels - as taught by Sylvion and its brethren

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
When designing solo games, solo modes, or coops you face the challenge that different players will have different skill and experience levels and so it will increase the appeal and longevity of your game if you include multiple difficulty levels. In this post I’ll discuss techniques for making harder difficulty levels.

There are many ways to go about his and as it turns out most things worth learning about doing this in solo and coop games can be learned from the game Sylvion .
Read more »
Twitter Facebook
20 Comments
Tue Apr 17, 2018 7:59 am
Post Rolls
  • [+] Dice rolls
Recommend
58 
 Thumb up
 tip
 Hide

Sagrada Bot vs. Viticulture Automa: Two completely different approaches to handling drafting and worker placement

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
While writing another post, I stumbled upon what I felt was a rather interesting case of two games solving the same solo mode problem in two completely different ways. The two different approaches and the difference in the results achieved struck me as interesting and I hope that you’ll agree .
Read more »
Twitter Facebook
39 Comments
Sat Apr 14, 2018 4:00 am
Post Rolls
  • [+] Dice rolls
Recommend
63 
 Thumb up
1.75
 tip
 Hide

Exploitable behavior of board game bots and agents

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
As mentioned in my previous post the kind of highly simplified bots I recommend making for board games carry risks of degenerate and exploitable behavior. Yesterday I talked about the former and today I’ll talk about the latter.
Read more »
Twitter Facebook
13 Comments
Sun Mar 25, 2018 10:24 am
Post Rolls
  • [+] Dice rolls
Recommend
101 
 Thumb up
1.50
 tip
 Hide

Degenerate behavior of board game bots and agents

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
When designing bots (artificial opponents) for board games I put a lot of emphasis on making them as simple as possible to make it faster for the player to learn the rules and to run the bots. This simplicity carries risks, though, one of which I’ll talk about today.
Read more »
Twitter Facebook
23 Comments
Sat Mar 24, 2018 1:20 pm
Post Rolls
  • [+] Dice rolls
Recommend
46 
 Thumb up
 tip
 Hide

Hubris and the art of solo mode making

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
Have you ever played a game and thinking that you could improve it, not realizing that your “improvement” made the game worse or caused problems you hadn’t foreseen?

I know I have and there’s a lesson here for those who make solo modes for other designers’ multiplayer game.
Read more »
Twitter Facebook
22 Comments
Wed May 17, 2017 3:03 pm
Post Rolls
  • [+] Dice rolls
Recommend
137 
 Thumb up
30.30
 tip
 Hide

Are you OK with others using the Automa label? Won’t it dilute and hurt your brand? Did you invent the Automa principles? - The friendly neighborhood Automa FAQ comes to the rescue :-)

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
Lately multiple solo variants, made by members of the solo community, have brandished the Automa label (Bombay, Cubist, Great Western Trails, La Granja, Oh My Goods!, Silk Road, Takenoko, Trickerion, The Voyages of Marco Polo) and the word has started to be used as a category label. Because of this and because of my Automa work in general there are some questions that I have been getting repeatedly.

So, I thought that it might be a good idea to address the questions in public and in more detail than I’ve done previously.
Read more »
Twitter Facebook
32 Comments
Fri Mar 10, 2017 6:43 am
Post Rolls
  • [+] Dice rolls
Recommend
47 
 Thumb up
1.55
 tip
 Hide

Interview about The Automa Approach and my solo modes

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
I was recently interviewed by Guilherme Felga from the Brazilian 1 Player Guild. The interview can be found here, but for those who like me can’t read Portuguese I’m posting the English version here on my blog.

The focus of the interview is my Automa Approach for making artificial opponents for multiplayer games. So if you’re interested in that, then please read along.
Read more »
Twitter Facebook
11 Comments
Fri Mar 4, 2016 3:00 pm
Post Rolls
  • [+] Dice rolls
Recommend
40 
 Thumb up
 tip
 Hide

A return to the Village - Dice or cards for AI action selection

Morten Monrad Pedersen
Denmark
flag msg tools
designer
badge
Avatar
Microbadge: Fan of Stonemaier GamesMicrobadge: 1 Player Guild - Together We Game AloneMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: Level 16 BGG posterMicrobadge: Automa Factory fan
A while back I left you hanging after having provided half the answer to a question that Stephen Miller asked me in the comments of another post. Today I’ll remedy that.
Read more »
Twitter Facebook
32 Comments
Wed Dec 16, 2015 10:31 am
Post Rolls
  • [+] Dice rolls

1 , 2  Next »  

Subscribe