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Ludo

  • don't get stuck in start
    • triple roll if all pawn in start
    • double roll if all pawn either in start or end
    • allow pawn #n to move out if rolled n
  • 1-n players
  • PvP, PvC, CvC

turn-based system

  • roll dice
  • choose which pawn to move (pawn #n can move out of home if rolled n or rolled 6)
  • move pawn animation
    • also checks if passing via the pivot point - if so, move to home path
  • if reached end, measure self, number of finished pawns is the outcome
  • check for collisions
    • no collision if landed on safe spot
    • if collision with self, apply symmetric beam splitter between self pawns at that spot
    • if collision with other player, first perform dark measurement on self (i.e., is finite or zero)
      • positive (finite) -> measure other player, collapse them and send back to start if finite
      • false (zero) -> no collision, self collapsed to zero amplitude on that stop.
  • if rolled 6, or reached end and measured finite, or collision that sent opponent back to start, get extra turn
  • otherwise next player's turn

AI

simple heuristic-based AI

  • Naive
    • priority;
      1. not to collide with others
      2. move pawns out of start
      3. move pawns into home
    • becomes angry when sent back to start
  • Angry
    • priority;
      1. to collide with others
      2. move pawns out of start
      3. move pawns into home
      4. get pawns to safe spots
      5. keep pawns in safe spots
    • becomes Nice when sending others back to start
  • Nice
    • priority;
      1. move pawns out of start
      2. move pawns into home
      3. get pawns to safe spots
      4. keep pawns in safe spots
      5. not to collide with others
    • becomes angry when sent back to start

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