Board Game AI? I see comments, all over the place about the supposed complexity of video game AI. Most recently I have taken stock of designers that simply dismiss (or stop discussing) board game concepts because of some perceived reliance on a “complex” video-game AI. This is usually do to the disheartening words of some other designer. I assure you that electronic AI and board game AI are equal in BOTH simplicity and depth. Indeed, it’s HARDER to deliver these mechanics as code in some cases.
I write this in the hopes that, rather than dismiss some really epic game ideas (I’ve seen a few these past few months) as too complex or convoluted, you will instead push yourself to think like a DESIGNER and head back to what I know are some Inventive, Creative, and Innovative ideas. So, let’s dive right in yeah?
Board games can have AI and, rather often, have the same AI as a computer. I mean that literally.
What? No way Batman!
Yup.
This is how it works, can work, could work, and sometimes, does work.
An AI for any program is just a difference engine; it makes decisions based on a predefined set of requisites. OTHER than complex pathing (walking around n’ stuff), board games use difference engines all the time. Just for the record, most MMO creatures don’t even have an AI, such as boss mobs. These critters act in a predefined “routine”. Something acting in a routine isn’t an AI, it’s a play-list and THAT can be constructed in any board game with almost no thought.
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Let’s grab a wow boss then, and place him in a board game.
So our wow boss is some silly fight that seemed fun when you were playing wow but is about to lose a ton of its complexity. He will however, fight precisely as he did in the game. Our wow boss has 5 abilities (say, on a handy-dandy card) and 4 health.
When the Fight begins our WOW boss uses 3 abilities, in order, from the first to the third and then back to the first again.
Each time our wow boss loses a health he enters a new PHASE and uses new abilities.
(*This is the very definition of video game AI. A change in conditions results in a change in behavior.)
When he enters a new phase add 1 to the number of abilities he uses. So at 4 health he uses abilities 1-3, at 3 health he uses 1-4, at 2 health he uses 1-5.
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Yup. Just made a wow boss fight in a board game. Not complicated and certainly just as interesting (from a tabletop gamer perspective) as a wow boss fight. If you want more fluff added you can easily tack on changes to what I showed above and create a nice complicated mess, entirely up to you. My point is that these things can be done, easily.
Alternately you could have the boss use abilities with a preference, based on his current health, his foes health, or the number of stars currently visible to the third player to your right. This could be expressed as a double sided card that changes based on health, an inner and outer WHEEL, or even just a roll preference. It really doesn’t matter how you do it because ultimately you’re just playing with action-reaction. If you sit and stare at some code for a while you’ll start to notice some grade school math….guess what…..code or table-top…. its all the same.
My point in all this is that the AI used in most games is incredibly simple and rarely extends beyond what I have shown above. The only time you will ever run into any complication is with expressing the concept of AGGRO (this also comes up frequently). This is the idea that a creature has decided that one target is preferable to another. This is also NOT AI. Its value driven and runs, in almost all cases, as a literal system. This is to say that if I have 200 agro and someone else has 300, they are now the preferred target simply by having a higher value than me.
Given the simplicity of the system above it should be obvious how an agro system would work for a huge number of creatures with little or no tracking. In fact there are games, right now, that do this with exceptional precision. It should also be clear by this point that many of the hurtles I have seen thrown at you aspiring designers out there can be overcome.
“Leave it in video games where it belongs……”
“Board games simply can’t track that many values….”
“Board games and video games do different things well….”
No…..haha…..no no no no. You want to take the easy way out and say it can’t be done? Great! Just leaves that innovation open to another designer with the insight and motivation to get the job done. Cuz sure as there’s bees to hives, someone WILL get it done.
Stay motivated and keep designing!
E
@TwentyPercent
Your post certainly meets the criteria of a game concept that should not be hastily abandoned. It also happens to be similar to a host of similar (in spirit) game concepts that have all been either abandoned or completely "re-drawn" due to discouraging AI posts. That of course was what drew me into posting at all.
As for the complexity or simplicity level of a given system. You mentioned in some of your other posts that it was "on the designer" to execute well. I assure you that I have executed several kinds of AI systems as board game mechanics that are both speedy as well as compelling.
For me the real trick of good AI was creating player anticipation and adaptation. Forcing my players to think several turns ahead or fear an immediate and unpredictable response guided players to excitement. As with any game mechanic you should always ask "is this fun?"
As for Mage Knight. I have made several posts about "Dinosaur" miniatures products. These are products that followed an old 1980's design-style. The kindest way I can describe this is "antiquated". You can't bring your four-door family sedan to a rally race and expect to win (against rally cars). Nor can you make designs like mage knight and expect them to stack up against video games.
E