This project allows you to create AI players that can play Backgammon against each other using the game engine directly.
All AI players must implement the IBackgammonAI interface:
public interface IBackgammonAI
{
string Name { get; }
List<Move> ChooseMoves(GameEngine engine);
bool ShouldAcceptDouble(GameEngine engine);
bool ShouldOfferDouble(GameEngine engine);
}The AI has full access to the GameEngine to inspect:
- Board state (
engine.Board) - Current player (
engine.CurrentPlayer) - Available moves (
engine.GetValidMoves()) - Remaining dice (
engine.RemainingMoves) - Opponent information (
engine.GetOpponent())
RandomAI - Makes random valid moves. Useful as a baseline for testing more sophisticated AIs.
cd Backgammon.AI
dotnet runThe program will:
- Ask how many games to simulate
- Run the simulation between two AIs
- Display win statistics
- Show one example game with verbose output
Create a new class implementing IBackgammonAI:
public class MySmartAI : IBackgammonAI
{
public string Name => "MySmartAI";
public List<Move> ChooseMoves(GameEngine engine)
{
var chosenMoves = new List<Move>();
while (engine.RemainingMoves.Count > 0)
{
var validMoves = engine.GetValidMoves();
if (validMoves.Count == 0) break;
// Your strategy here
var bestMove = PickBestMove(validMoves, engine);
if (engine.ExecuteMove(bestMove))
chosenMoves.Add(bestMove);
else
break;
}
return chosenMoves;
}
public bool ShouldAcceptDouble(GameEngine engine)
{
// Your doubling strategy
return true;
}
public bool ShouldOfferDouble(GameEngine engine)
{
return false;
}
private Move PickBestMove(List<Move> moves, GameEngine engine)
{
// Implement your move selection logic
return moves[0];
}
}// Create AIs
var ai1 = new RandomAI("AI-1");
var ai2 = new MySmartAI();
// Create simulator
var simulator = new AISimulator(ai1, ai2, verbose: false);
// Run a single game
var result = simulator.RunGame();
Console.WriteLine($"Winner: {result.Winner}, Points: {result.Points}");
// Run multiple games
var stats = simulator.RunSimulation(1000);
stats.PrintSummary();Some ideas for creating more sophisticated AIs:
- Defensive AI - Avoid leaving blots, prioritize making points
- Aggressive AI - Hit opponent's blots when possible
- Racing AI - Focus on pip count, optimize bearing off
- Positional AI - Evaluate board positions with heuristics
- Monte Carlo AI - Simulate future positions to evaluate moves
- Neural Network AI - Train on game data
The AI has access to these key methods:
engine.GetValidMoves()- Get all legal moves for current stateengine.ExecuteMove(move)- Execute a moveengine.Board.GetPoint(position)- Inspect any point on the boardengine.CurrentPlayer- Current player infoengine.GetOpponent()- Opponent player infoengine.RemainingMoves- Available dice to use
The AI doesn't need to:
- Handle dice rolling (simulator does this)
- Manage turn switching (simulator does this)
- Validate moves manually (use
GetValidMoves())