Group 2 Andrew McDaniel Chris Murphy James Rishe
Concept #1: Flocking “Follow the leader” and spread out in a mass looking for food Very successful on very large boards and in early stages of games Not developed past conceptual design for this project, but could be used as a strategy in the future
Concept #2:Farming (Diamond Farm) Generally discredited but still powerful in single-species games with lush conditions Can provide a defensive mechanism Can be used in combination with another strategy, e.g. hunting Still room for improvement (lattice, checkerboard, etc.)
Player 1: Gang Green Hunter/Farmer lifecycle Focused more on farming, but with additional features –Look for nearby food outside the farm –Leave farm if it’s barren –Calculate average distance to food
Player 2: Emerald Miners Three states: Scouts, Colonists, and Sentinels Added improved communication and lifecycle Added defensive mechanisms
Tournament Results (single-player) Gang Green Emerald Miners
Analysis and Conclusions “Do one thing and do it well” Farming is only effective in certain conditions but it can still be improved and incorporated into stronger overall strategies There are still avenues to be explored (e.g., flocking)