76
Simulation / Dominulator: A flexible dominion engine simulator
« on: October 04, 2013, 02:00:42 pm »
Hey All, I would like to introduce you to a new simulator for Dominion that I have been working on. Now called Dominulator
What makes this simulator different?
The other simulators I have seen have an emphasis on allowing non-programmers to easily create new strategies. There are many obvious advantages this approach. Sometimes, however, you may be interested in expressing a strategy that is tough to capture with a restricted language.
This simulator focuses on creating a game engine that is completely separate from play decisions. Every play decision should be able to be customized - but this also involves writing to a more complicated interface using c# code. On top of the game engine, I have built enough infrastructure to provide high level strategies similar to what the other simulators have done. You can create a buy order, trash order etc. The strategies created tend to be relatively readable.
The goal is to eventually be complete, with all cards playable, and with all bugs squashed
Its not done yet - but done enough I thought I would share. I have tested it with some cards from all sets - including Guilds, and Dark ages. It can simulate games with Coin Tokens, and Ruins and Shelters, and Spoils etc etc...
Where can I find the code and learn more?
https://github.com/NathanTeeuwen/Dominulator
There is a readme in the GIT repository that I will be trying to keep up to date.
Please make feature requests or report bugs by creating Issues on Github. You can also reply to this post, and I will try to keep on top of it.
If you would like to make a contribution, let me know.
What makes this simulator different?
The other simulators I have seen have an emphasis on allowing non-programmers to easily create new strategies. There are many obvious advantages this approach. Sometimes, however, you may be interested in expressing a strategy that is tough to capture with a restricted language.
This simulator focuses on creating a game engine that is completely separate from play decisions. Every play decision should be able to be customized - but this also involves writing to a more complicated interface using c# code. On top of the game engine, I have built enough infrastructure to provide high level strategies similar to what the other simulators have done. You can create a buy order, trash order etc. The strategies created tend to be relatively readable.
The goal is to eventually be complete, with all cards playable, and with all bugs squashed
Its not done yet - but done enough I thought I would share. I have tested it with some cards from all sets - including Guilds, and Dark ages. It can simulate games with Coin Tokens, and Ruins and Shelters, and Spoils etc etc...
Where can I find the code and learn more?
https://github.com/NathanTeeuwen/Dominulator
There is a readme in the GIT repository that I will be trying to keep up to date.
Please make feature requests or report bugs by creating Issues on Github. You can also reply to this post, and I will try to keep on top of it.
If you would like to make a contribution, let me know.