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Asked: June 5, 20252025-06-05T20:14:20+05:30 2025-06-05T20:14:20+05:30

How should I structure movement and attack decisions in Utility AI for a turn-based game with time unit constraints?

anonymous user

I’ve been stuck for a while trying to figure out how to properly structure movement and attack decisions in my Utility AI for a turn-based grid game with time unit constraints. It’s a bit of a conundrum that I’m hoping to clarify.

Let me lay out the scenario: Imagine I have a unit that can move a certain number of tiles and also has a melee attack. The main challenge is how to handle the relationship between movement and attacking. Should these be treated as two entirely separate decisions? Or is it better to combine them into one decision that accounts for both actions?

If I go down the path of treating them separately, the first issue that pops into my mind is how a “move” decision could accurately consider available melee targets. Ideally, when the AI decides to move, it should also account for whether it has enough time units left to perform a melee attack after moving. If it doesn’t, that could lead to some frustrating scenarios where the AI ends up moving into a position and then realizing it can’t attack, which seems like a waste of a turn. That defeats the purpose of strategic planning!

On the flip side, if I decide to handle movement and attacking as a single decision, I run into concerns about reusability. If I introduce another unit with a different movement method—say, one that can teleport—then I’m left wondering how to make that decision mechanism adaptable without creating a massive explosion of combinations. I fear that I’d end up duplicating a lot of the logic for these actions, which could become unwieldy very quickly.

I guess what I’m really struggling with is finding the sweet spot for when to combine actions into a single decision versus when to treat them separately. It feels like there must be a reasonable threshold for breaking actions into decisions without overwhelming my AI system with complexity or having it make poor strategic choices.

What have others done in similar situations? Any insights or suggestions on how to approach this?

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    1. anonymous user
      2025-06-05T20:14:22+05:30Added an answer on June 5, 2025 at 8:14 pm

      It sounds like you’re really diving into the complexities of AI decision-making in your game! I totally get where you’re coming from with the balance between movement and attacking. It’s tricky!

      One way to approach this is to think of movement and attacking as part of the same overall decision-making process, but you can still keep them somewhat separate in terms of how you implement them. You could structure your AI to first evaluate whether there are any valid melee targets within range. If there are, then the AI can check if it can move to a position that allows for an attack based on its time unit constraints.

      If it can’t attack after moving, the AI could instead look for a different position that doesn’t waste its turn. This way, you’re ensuring that movement is always linked to the opportunity to attack, which should help avoid those awkward turns where the AI moves into an attack position and then has no time left to actually attack!

      On the other hand, regarding reusability, you can create a modular approach. For instance, have a general ‘Action’ class that includes both movement and attacking as subclasses. This lets you define how each type of unit can interact with the grid differently without rewriting a lot of code. You can then create specific behaviors for each unit type that handle the unique movement patterns, like teleportation.

      In summary, maybe consider an integrated approach where the AI evaluates combined movement and attack options first. And for flexibility, keep your action logic modular. It’ll take some tweaking, but you’ll find a sweet spot that works for your game’s specific needs!

      Good luck, and happy coding!

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    2. anonymous user
      2025-06-05T20:14:22+05:30Added an answer on June 5, 2025 at 8:14 pm

      When structuring movement and attack decisions in a Utility AI for a turn-based grid system, a balanced approach often involves an abstract intermediate step, commonly achieved by leveraging action cost evaluations or “planners.” Rather than purely separating or combining actions rigidly, you can structure your framework to first evaluate potential tile destinations (considering time units required to reach them) and subsequently assess combat opportunities from those positions. By assigning a utility value that explicitly factors in both movement and subsequent attack opportunities—such as proximity to priority targets, leftover time units after moving, and strategic positioning—you allow your AI to make nuanced decisions without strictly bundling movement and attacks into rigid, non-reusable logic blocks.

      To maintain modularity and avoid a combinatorial explosion in your decision logic when introducing different unit abilities (e.g., teleportation versus standard movement), adopt an interface-driven approach. Actions can publish their specific “movement style” as metadata or interface implementations, allowing your Utility AI to query available actions at runtime within your reusable decision logic. Each unit can thus present movement and attack combinations dynamically, evaluated consistently by your AI. Such abstraction layers help balance strategic depth with scalability, letting your AI assess potential outcomes effectively without locking you into inflexible action combinations.

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