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101 Feb 11, 2011 at 15:02

Hello
Where could i find ideas how to create AI for economny game?
Users have to produce cars, advertise, set the price for product, and in the same game will be 8 other players. How could ja make an AI to decide where to buy from and how much.
example:
Starter of the game will set, lets say 600 buys per round from AI.
And all the players are going to produce cars, with different price and AD level.

#### 4 Replies

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140 Feb 11, 2011 at 22:40

You’ll just have to find tutorials on general AI. Mainly, you give a rule to use for comparison of different choices and narrow it down to one or select randomly if there are more than one that pass the test.

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104 Feb 12, 2011 at 17:29

Just set up conditions to help the computer win… like say if a car is only worth buying at \$600, you have to actually code the computer to know this… give it some sort of logical path to win the game, then the player has to try and beat the computers path.

Try coding how a computer would win tic tac toe every time if it goes first, unless the player draws the game.

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101 Feb 16, 2011 at 15:40

My small piece of thought:

First, predict prices, demand and supply over time with some algorithm (depending on difficulty level can be, for example, current values, some linear/exponential interpolated values, etc…).

Second, determine which strategy yields more profit over certain period of time (second parameter of AI – short-term or long-term investor). Can be used some weighting here.

Third, for advanced AI, can be organized some feedback loop. I.e. update prediction with determined strategy and recalculate strategy anew. Or even calculate strategy for all players coupled with prediction (write optimization problem and get differential equations from it).

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101 Feb 16, 2011 at 16:19

@jaanus

Where could i find ideas how to create AI for economny game?

That’s a very broad question. What do you mean by “how”? Design or implement? And, what kind of economy-based game is it? Is it a complex simulation or a casual Farmville-esque game?

Designing a game AI is not something you can cut-and-paste from the net. Also, don’t fall into the trap of think “game AI” rather than “game AI”. Traditional AI is often much more advanced than needed for an enjoyable game; you’re game is unlikely to have a need to be self-aware.

What you need a rule-based system that receives information, process it according to rules, and outputs changes that gets sent out to affected entities in the game world. The challenge is to establish how to this in a tangible way and code it out.

Here’s an example: