Computer versions of board games I have written
- Brian SturkUnited States
A game is a good candidate for me to make a computer version if:
- I want to play it a lot more than others around me or no one else will play it.
- My program can be used with the physical game itself and not be *too* fiddly.
- I think an AI would play a reasonably challenging game.
Almost all of these programs have pretty spartan graphical interfaces somewhat intentionally as the point of the programs are just to have AI players when playing the real game (I sit at a computer all day so I enjoy "unplugging"), so most of the time I'm looking at the board, minis, or cards themselves on the table. What UI is there is mostly there to ensure I'm keeping things sync'ed up after AI moves, and to choose my moves, etc. The engine has a very small interface coupling to the UI so it's easy for me to have multiple implementations if I wish to (as in Dreamblade which has a wxWidgets, ncurses UI, and a mostly finished SDL one). I'm currently in the process of refactoring such that I can use a mobile toolkit such as cocos2d-x.
Most of my programs have different AI algorithms that are used (minmax, monte carlo, MCTS/UCT). In some cases there are special tweaks or hybrids to help with the performance or to work with a particular ruleset better.
I have a core framework which is re-used for games and it has grown over time to provide a lot of the boilerplate code I need so it is quicker to crank out a game. It has also had a lot of time spent on it tweaking for performance and supports multiple cores. The framework is portable and runs on Windows, OS X, and Linux.
Additional features are replays, network play, and customization of core rules.
The only one below currently available is the Dreamblade application. All the others need a bit of polish and permission where necessary from the copyright holder. If there is enough interest I can pursue this.
- [+] Dice rolls