-
Notifications
You must be signed in to change notification settings - Fork 710
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add bots to multiplayer games #383
Comments
Hey! If all you need is a simple thing that activates the AI player in a non networked game, you can just call step() from your client automatically. I believe this is what @flamecoals does. If you need bots for a multiplayer game, that's a bit more involved. For example, we probably need to support a few different configurations where the bot sits on a separate server / process and doesn't choke the game server when it is "thinking". The design for this is still WIP and feel free to get involved in this as well if you're interested. However, for your use case, I don't think you actually need any changes to the framework (you can do everything on your client). |
Adding "step" to board really let AIs moves on their own, thanks! However, when AI let player to discard a card(set action player to "0" which is player's ID but currentPlayer is still "1"), player cannot choose which card to discard that unless click "updatePlayerID" on debug interface. "UpdatePlayerID" only exists on debug interface, not on board. Here's my solution in "client/react.js":
By adding "updatePlayerID" function to board's props, it supports AI let player make a choice in AI's turn. |
Two scenarios:
Where should the .step() be called to tell the AI to begin playing? What checks should be performed to determine if the AI can begin to play in any of the scenarios? To solve this issue in a general approach, it makes sense to me to invoke the AI play / step() at the beggining of an AI player's turn (onTurnBegin), but from what it is posted here I get that the only way to access the .step() function is on the Board Component, which AFAIK isn't able to listen to events (onTurnBegin, onTurnEnd, onMove). Plugging this.props.step() at the end of a correct player's move function works for the first scenario but not for the second one. Thanks and please point me to any relevant code that I could look into. |
Sorry about not getting back to this thread sooner. Sounds like we have a couple of things that we could do here: SingleplayerThis is where you have the game running completely client-side with no server. You just need the bot to make a move at the appropriate time. A simple solution would be to automate calling Another solution would be to use Multiplayer (with server)The trick here is to have the bot run on the server and not block the main thread (due to it being CPU intensive). Options include Worker Threads or a Child Process. Each has a different set of tradeoffs. I would recommend starting with a Worker Thread first. How does the bot know when to play in both scenarios?Rather than have the bot trigger from the user's code (inside
TL;DR I think |
Hello! @nicolodavis @delucis I'm really interested in using bots in a multiplayer game with a remote master server. I've been going through the source code and also read the other comments in this issue. I want to build this feature and would appreciate your feedback and guidance. I think we could build a new server (BotServer) that would:
I think a proof of concept of this could be built without modifying the existing code: the botServer could instantiate a Client for each of the bots it handles and use it to interact with the master server. But in the long run it may be better to build a stripped down version of the Client class (a BotClient) that could listen to the events of multiple matches and handle multiple players (the bots) to make it more efficient I also think that the BotServer could be customized by having a function ( something like runBot(state: State): Move ) in which devs could add arbitrary code to run their bots, they could even spawn other processes to run bots in other languages (the bot I'm implementing is written in python for example) This is just a very high level overview of the implementation that I'm thinking about. What do you think ? |
Hi @andrscyv! Thanks for looking into this — I’d be happy to see you build out a solution for this and am happy to answer any questions you might have. A couple of thoughts:
|
Thanks for the feedback @delucis ! I agree with the improvements you suggest but I don't understand completely your 3rd point. The LocalMaster in |
I thought maybe we could share some of the logic regarding when a bot should play etc. I think that code is currently fairly basic and doesn't handle all cases well, so you don't need to use that specifically but if we'll need something like that, it would be cool to be able to use it both on the new server and on the local version. Does that make sense? |
Hello! Any update on this feature? |
+1… this would be awesome to have, but I'm not sure I currently have the knowledge to do it myself. |
Hi @gabrielecastellano @JacobSyndeo. Nobody is working on this at the moment. |
@nicolodavis I never got any feedback on #1081 |
I am currently writing a game using this engine. Now this feature is required.
It's a 10-person game. In single player's mode, player will play with 9 AIs. When it's AI's turn, AI needs to operate automatically(not by player clicking "step" or "simulation").
Mixed players and AIs in online game is not required now(but maybe required in the future).
If this feature is WIP, please tell me where I can help. I'm willing to implement this and contribute.
The text was updated successfully, but these errors were encountered: