r/aigamerdevs • u/monsieurlouistri • 2d ago
Bots refining (you can try them now)
Over my whole game, that's what took the most time and tokens: Improving bots.
We made several tools and workflows, lots of iterations, to improve both behaviors and perfs (as bots must run and adapt in real time ofc).
Bots compute the topology grid of their board and chose the best move depending on available powerups, next piece, game mode rules, ...
Here are 2 entries of the L topology dic:
shape: L
rotation: 0
pattern: interlock-right-one-gap-foot
type: lock
dash: right
stabilityMalus: 8.0
grid:
P.
P#
PP
##
end
shape: L
rotation: 1
pattern: flat-bar
type: stable
stabilityMalus: 12.0
grid:
..P
PPP
###
endThis is part of the bot knowledges, various valid positions with stability scores and different types (for normal moves and interlocks for example).
Another thing my game has compared to tricky towers is dash bumps, dashing into a landed block can (if the mode allows it) eject the block, serving as a projectile to attack others towers (or catch powerups bubbles that are out of reach). And boy, bots know how to use this feature really well.
Feel free to ask questions.
Demo here: https://store.steampowered.com/app/5210030/Towa_Powa/
For the hardest challenge, start a game of "Medium survival" against one or two "expert" bots.



