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Freki

Named for Odin's hunting hound, Freki is the framework around which I hope to evolve an AI capable of playing a full game of Warmachine. At present, it is simply a collection of machine representations for various aspects of the game which I am (very) slowly assembling.

Goals

Freki is an AI suite. As such, Freki does not seek to allow humans to play each other. Freki seeks only to make computational analysis of Warmachine play and AI vs AI play with full rules possible. There will be no game with even halfway reasonable graphics here. For that look to Vassal or to Warmachine Tactics.

That said, there are some project goals

Near Term

 - Datafile structure and loading [ 25% designed,   0% implemented]
 - Model position/movement AI     [ 10% designed,   0% implemented]
 - Target selection AI            [ 90% designed,   0% implemented]
 - Effect simulation              [ 50% designed,   0% implemented]
 - Stat check simulation          [ 70% designed,   0% implemented]
 - Rule specification language    [  0% designed,   0% implemented]

Long term

  • Strategy/tendancy tuning
  • Winning a game/tourney

Uber Long Term

  • Vision based board analysis & model position computation
  • Programatic list analysis based on statistical model usage
  • List based strategy analysis
  • Automated list generation based on synergy analysis

Documentation

There is a whole lot of writeup about the mechanics of Freki over here in the docs

Usage

None yet!

Legal

The Privateer Press does not endorse or in any way sponsor this project. The term "Warjack", and others used throughout this project are trademarks of the Privateer Press.

License

This code is made available under the terms of the EPL 1.0, and is held in sole copyright by Reid "arrdem" McKenzie.

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A Haskell AI suite for playing Warmachine

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