As an incentive to sell early, the first player to sell to a trader receives free beer.īirmingham features three all-new industry types:īrewery - Produces precious beer barrels required to sell goods. For example, a level 1 cotton mill requires one beer to flip. To sell cotton, pottery, or manufactured goods to these traders, you must also "grease the wheels of industry" by consuming beer. Each of these traders is looking for a specific type of good each game. You must now sell your product through traders located around the edges of the board. This provides players with the opportunity to score much higher value canals in the first era, and creates interesting strategy with industry placement.īrewing has become a fundamental part of the culture in Birmingham. Instead of each flipped industry tile giving a static 1 VP to all connected canals and rails, many industries give 0 or even 2 VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles.īirmingham features dynamic scoring canals/rails. The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution, between the years of 1770-1870.Īs in its predecessor, you must develop, build, and establish your industries and network, in and effort to exploit low or high market demands. are using.Brass: Birmingham is an economic strategy game sequel to Martin Wallace' 2007 masterpiece, Brass. Of course, none of the above would out-do a modern AI architecture, like Gaia Project, etc. These are rather naive but have worked well for generating human-like behavior with an automa based on randomized card draws. The above are just some generic "principles" that could potentially improve AI performance. Maximize turn-order position by preferring develop and sale actions when the next players in the round cannot sell (thus more likely that they will spend money). After building a brewery, work towards having a connection to an unflipped industry that requires beer to flip. Prefer extending routes, where possible, that only include the active player's links. After building coal or iron, work towards having a connection to a location with empty spaces for industries that require that resource. After building a sellable industry, work towards having a connection to a matching merchant. If that isn't feasible, some ideas: I've designed a digital and physical automa for this game, and I would recommend a few general concepts for an AI based on lots of testing and experience from playtesters of my automas: I agree with others that good play in Brass is too dependent on current board and next turn-order state for static strategies to work, and even if they did at first I think good players would be able to game any predictable AI.Ī robust tree search supported by a neural network is likely needed for human-like play. Sure, it is a LOT of hard work, but it will elevate this game to new heights. So, I don't see how developers can develop a world-class AI for Brass without using some of this heavy staff. The AI of these games really behave like expert human opponents and it is great fun to play against them. IMO, the AI gold standard in the industry at the moment are: Race for the Galaxy, Dominion, Terra Mystica and Gaia Project all of which use some combination of MCTS and neural networks. Any experienced human player will easily beat your easy, med, and hard AI at the moment, so these expert moves are gold. Now that the game is online, they can of course benefit from all the game data and choices made by "expert gamers" playing online. I'm wondering if developers have used Monte Carlo Tree Search (MCTS) for their AI and if they also have used neural networks to train their AI. You need, of course, a general approach based on reinforcement learning, MCTS, neural networks and all this heavy stuff. Optimal strategies are many times "opportunistic" dependant on the state of the game. The game is probably too complex for specific "fixed" strategies to work in all situations.
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