Artificial intelligence algorithms made for the Ludo game forked from Rasmus Haugaard. Two main algorithms are made
The state of the pyludo game is a description of each token's position
The reduces state takes the pyldo game's state and makes it reduced by instead representing each token's position by a number from 0-8.
Uses the reduced state space.
Token-based Q-Learning algorithm choose which token to move based on the reduced state space.
Action-based Q-Learning algortihm choose which game action to make based on the reduced state space. The game actions are:
- Move out of spawn: Moves a token out from home.
- Move into goal: Moves a token into the goal
- Send opponent home: Moves a token into the opponent's token so the opponents token is send home
- Send self home: Moves a token so it is send home
- Move token: Moves one token
The actions chosen are mapped onto which token can make the move.
Learns the genes of the chromosomes which weights the actions:
- Move out of spawn: Moves a token out from home.
- Move into goal: Moves a token into the goal
- Send opponent home: Moves a token into the opponent's token so the opponents token is send home
- Send self home: Moves a token so it is send home Chooses the token which has the largest sum of the (actions multiplied chromosome)