• Home
  • Search
  • Digitising a Turn-Based Strategy Board Game: Implementation of Spellcaster Using the Mini-Max Algorithm
  • https://doi.org/10.62051/ijcsit.v4n3.06Copy DOI Icon

Digitising a Turn-Based Strategy Board Game: Implementation of Spellcaster Using the Mini-Max Algorithm

  • Abstract
  • Literature Map
  • Similar Papers
Abstract

Spellcaster is a turn-based strategy board game for two players, involves players casting spells by making sequences of gestures, aiming to defeat their opponent through different kinds of spells within a turn-based system. The research succeeded in the implementation of Spellcaster as a 2-player game system, with an AI opponent who can make reasonable decisions. The digitised game is developed using the LibGDX game engine because of its cross-platform features and high editability; and implemented in the Java language, using java's object-oriented features to improve programming efficiency. The game's AI opponent is implemented using the Mini-Max ideas, with an evaluation function that focuses on the gesture selection of the current turn.

Similar Papers
  • Book Chapter
  • Citations3

Auto-explanation System: Player Satisfaction in Strategy-Based Board Games

  • Jan 01, 2010
  • Andrew Chiou +1
  • Research Article

Refining Evaluation Functions for Game 2048 by Extended Temporal Difference Learning

  • Mar 01, 2026
  • IEEE Transactions on Games
  • Weikai Wang +1
  • Conference Article
  • Citations1

Automatic Generation of Evaluation Features for Computer Game Players

  • Jan 01, 2007
  • Makoto Miwa +2
  • Supplementary Content
  • Citations2

Cognitive load and mixed strategies: On brains and minimax

  • Jun 08, 2016
  • RePEc: Research Papers in Economics
  • Sean Duffy +3
  • Book Chapter
  • Citations9

An Evaluation of Two Alternatives to Minimax

  • Jan 01, 1986
  • Machine Intelligence and Pattern Recognition
  • Dana S Nau +2
  • PDF
  • Research Article
  • Citations2

An Adversarial Search Method Based on an Iterative Optimal Strategy

  • Sep 19, 2020
  • Mathematics
  • Chanjuan Liu +5
  • Research Article

Algorithms for detecting the structure of labyrinths and studying the efficiency of their application

  • Jan 01, 2024
  • Connectivity
  • O O Іlyin
  • Research Article
  • Citations2

Forecasting Future Behavior: Agents in Board Game Strategy

  • Jan 01, 2024
  • Procedia Computer Science
  • Nathan Damette +5
  • Research Article
  • Citations3

Development of a Computer Player for Seejeh (A.K.A Seega, Siga, Kharbga) Board Game with Deep Reinforcement Learning

  • Jan 01, 2019
  • Procedia Computer Science
  • Ahmad Aljaafreh +1
  • Conference Article
  • Citations1

Research on linear evaluation function based on LMS algorithm

  • May 01, 2017
  • Haoran Zhang +2
  • Conference Article

SpellForger: Prompting Custom Spell Properties In-Game using BERT supervised-trained model

  • Sep 30, 2025
  • Emanuel C Silva +5
  • Book Chapter
  • Citations26

BENEFITS OF MINIMAX SEARCH

  • Jan 01, 1982
  • Advances in Computer Chess 3
  • D.F Beal
  • Book Chapter
  • Citations24

Head Tracking in First-Person Games: Interaction Using a Web-Camera

  • Jan 01, 2009
  • Torben Sko +1
  • Research Article

Applying Genetic Algorithm and Self-Learning on Computer Othello

  • Sep 12, 2008
  • SCIS & ISIS
  • Yi‐Ting Lai +2
  • Conference Article
  • Citations2

Enhancement of CNN-based 2048 Player with Monte-Carlo Tree Search

  • Dec 01, 2022
  • Shota Watanabe +1
Cactus Communications logo

Copyright 2026 Cactus Communications. All rights reserved.