- 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
- 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
simple heuristic-based AI
- Naive
- priority;
- not to collide with others
- move pawns out of start
- move pawns into home
- becomes angry when sent back to start
- priority;
- Angry
- priority;
- to collide with others
- move pawns out of start
- move pawns into home
- get pawns to safe spots
- keep pawns in safe spots
- becomes Nice when sending others back to start
- priority;
- Nice
- priority;
- move pawns out of start
- move pawns into home
- get pawns to safe spots
- keep pawns in safe spots
- not to collide with others
- becomes angry when sent back to start
- priority;