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authorFlorian Fischer <florian.fl.fischer@fau.de>2021-04-28 16:27:22 +0200
committerFlorian Fischer <florian.fl.fischer@fau.de>2021-04-28 16:27:22 +0200
commitb7341c956ab22a19a5f2e86ae357d7393c446f97 (patch)
tree2e113231ae68ec5f59472001fca022185998fbb0 /rules/en
parentbe1e04548e2596478017824aafd2acf3b2a19a61 (diff)
downloadmuhqs-game-b7341c956ab22a19a5f2e86ae357d7393c446f97.tar.gz
muhqs-game-b7341c956ab22a19a5f2e86ae357d7393c446f97.zip
[rules/ai] remove one headline level
Diffstat (limited to 'rules/en')
-rw-r--r--rules/en/ai.md16
1 files changed, 8 insertions, 8 deletions
diff --git a/rules/en/ai.md b/rules/en/ai.md
index ea2c3cce..1bc1b4e4 100644
--- a/rules/en/ai.md
+++ b/rules/en/ai.md
@@ -1,6 +1,6 @@
% AI
-## Concepts
+# Concepts
* The algorithms for the AIs should be as simple as possible
* They must be executable by human players with normal game materials
@@ -9,7 +9,7 @@
* Decision making should most of the time rely on RNG
* We do not specify how the players implement their randomness
-## Units
+# Units
To execute a units AI the players follow the introductions in the AI logic
in descending order.
@@ -17,14 +17,14 @@ If no further steps can be executed the unit gets tapped.
Any ambiguity is decided at random (multiple units in attack range, multiple most distant tiles, ...).
-### Aggressive
+## Aggressive
1. If enemy Unit in attack Range then
attack enemy Unit in Range
2. While move action available do
move towards nearest enemy unit until it is in attack range
if attack action avail then proceed at 1.
-### Shy
+## Shy
1. If not in the attack Range of an enemy Unit then
activate full action if available
2. If move action available then
@@ -32,14 +32,14 @@ Any ambiguity is decided at random (multiple units in attack range, multiple mos
3. If enemy Unit in attack Range then
attack enemy Unit in Range
-### Wandering X
+## Wandering X
1. If enemy unit in Range X then
execute aggressive AI
2. If move action available then
move to random tile in movement Range
proceed at 1.
-### Supportive
+## Supportive
1. Use full action if possible
2a. If a allied unit exists
Move towards nearest allied Unit
@@ -48,11 +48,11 @@ Any ambiguity is decided at random (multiple units in attack range, multiple mos
2b. Otherwise
execute wandering 3 AI
-## The Kraken
+# The Kraken
Instructions for the opponent player in "The Kraken" game mode.
-### Turn structure
+## Turn structure
0. (Shuffle discard pile into empty deck)
1. Get #players * 5 Resource
2. Upkeep: