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Aboyne

The following project was developed for the Artificial Intelligence class of IART in the Faculty of Engineering and University of Porto(FEUP).

The project's purpose is to conclude which heuristics are best/(more)efficient for the MiniMax Pruning algorithm on the Aboyne abstract board-game.

Basically, it's a self-playable/playable 3D board-game made in Unity3D with C#.

Online Build

Click here to try the build (requires Unity Web Player)

Collaborators

Leonel Peixoto and Ricardo Coutinho.

License

MIT

Project

The Aboyne board-game developed in C# programming language and playable via Unity3D build.

Dependencies
  • Unity3D (only for code development)
  • Unity web player (only for testing builds folder)
Run
  • open: builds/1.html or builds/2.html or builds/3.html
About the game

Created by Paul Sijben

Aboyne is a game of tactics. You have to be careful in moving your pieces because if they get too close to your opponent’s you will not be able to move them. You can think of every piece as a centre of its own force field. Once captured in the force field, a piece will not be able to get away. But this works in both ways! Also this force field helps you when you want to jump over you own pieces. The term Aboyne is taken from "The deeper meaning of Liff." by Douglas Adams and John Lloyd. They define aboyne as:

Aboyne(v) to beat an expert at a game of skill by playing so appallingly that none of his clever tactics or strategies are of any use to him.

Anyone playing this game a few times, and from this experience deriving tactics, will soon experience the motivations for choosing this title.

More about this here!

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A game for Artificial Intelligence @ FEUP

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