#Neuro integration for Shogun Showdown

1 messages · Page 1 of 1 (latest)

iron copper
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TL;DR https://github.com/chayleaf/NeuroShogun/

About the game

It's a turn-based 1D deckbuilder roguelike (||with one very minor 2D exception||). I suspect it will work pretty well, but I have no idea.

Steam link: https://store.steampowered.com/app/2084000/Shogun_Showdown/

About the mod

It's a Unity game, so, naturally, I wrote the mod in F#. This is my first Unity mod, hopefully I did everything fine. The installation instructions are in the GitHub README, I want to add GitHub actions later.

Currently, basically everything is implemented, but the game has a bunch of visual feedback that I currently don't implement (I plan to). From playtesting with Randy, everything seems to work.

note: I haven't implemented tutorial but I hope it will be autoskipped (I haven't tested autoskipping)

GitHub

AI agent integration for Shogun Showdown. Contribute to chayleaf/NeuroShogun development by creating an account on GitHub.

Combat au tour par tour où chaque action compte. Positionnez-vous avec soin, préparez vos attaques et déchaînez-les au bon moment !Améliorez vos tuiles d'attaque et faites les meilleurs combos possibles.Acquérez de nouvelles compétences et construisez le deck optimal avant de faire face au Shogun.Rogue-like : la mort n'est pas la fin, mais le dé...

Price

$14.99

Recommendations

4124

▶ Play video
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oops forgot about the fact i have cheats activated in the mod for randy

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i'll disable them later

timid gale
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oh evil would absolutely dig this game

upbeat fable
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I've wanted to play this for a while now, heard really good things about it.

iron copper
iron copper
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my achievements after giving randy cheats be like

elfin fiber
west vapor
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i like the animations, looks like a pretty visually interesting game

iron copper
iron copper
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just remembered one last thing i forgot to do - some enemies have hidden HP bars, so i guess i should hide their HP for neuro as well

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@maiden marsh if its not too much trouble, could you please test this with jippity? this should be much easier to play and it uses action forces. Also, currently i'm setting the player data before sending the rest of the room state, logically it would help to be aware of player state when reading the rest of the room state, but theres the other option of sending the player state inline along with the rest of the enemies, the first way seems better but i'm not sure

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oh also at higher ascension levels theres an attack that targets all even/all odd cells, so i guess i should send 1-based index instead of 0-based

iron copper
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Neuro integration for Shogun Showdown

iron copper
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From playtesting, various ways Gemini was confused by the game rules:

  • Assuming that moving into enemies is a valid move
  • Being confused that "cooldown charge" is not "cooldown"
  • Smaller models had to explicitly be told to dodge, not sure if the same applies for the larger ones
  • Didn't understand "play tile" even after I explained it (and even though the action description says what it does)
  • Confused about when exactly an action is performed (if the enemy moves to position 4 and you attack position 4, that doesn't mean the enemy will take damage)
  • Confused about arrows flying forward and not just attacking the next tile
  • Confused about what facing direction affects despite me explicitly mentioning it in the system prompt (wasn't as much of a problem with bigger models i think?)
  • Confused about which direction arrows fly in
  • Confused about enemy attacks (an enemy that moves to a position will not attack it)
  • Ignoring consumables (to be fair that was the smaller models, don't know if the bigger ones will do the same)

Actions taken to remedy it a bit:

  • Renamed "play tile" to "queue tile"
  • Added a tiny prompt that explains some basic combat mechanics when you enter a room. Not fully sure what to write there but currently it says: Avoid enemy attacks whenever you can, healing is expensive! You can dodge, outmaneuver the enemies by predicting where they will go, or just kill them before they get the chance to deal damage. Sometimes you can even trick the enemies into attacking each other! Each cell can only contain a single entity, you can't normally move into enemies, but special moves allow you to do it in certain conditions. Enemies will only do what they intend* to do, and will not do anything else on their turn. Keep track of attacks' direction.
  • Slightly changed some action descriptions, like adding "immediately" to attack action description
  • Changed the "Please pick your next action" prompt to "It's your turn!"
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i love gemini

iron copper
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mistral was just as bad neuro7

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  • it was possibly even more confused about directions (saying that an enemy is to the right when it's actually to the left)
  • just like Gemini, it once tried to dodge an attack by simply turning in the opposite direction
  • unlike Gemini, it tried to go out of bounds when squished between a wall and an enemy
  • like Gemini, it was confused about the special move. To be fair, the game's description of special move is Special ability: can swap position with an enemy in front of her by moving forward. so I guess it's understandable? I'll add a boolean field that describes whether the special move can currently be performed
iron copper
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deepseek seemed to be decent at it but i lost patience with their dead servers (though i'm not expecting deepseek r1 level performance from neuro), gemini thinking still sucked at it (it doesnt support tools and i was too lazy to parse its responses manually so i just fed it game state by hand)

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and i'll change cooldownCharge to remainingCooldown to make it more obvious what it is

iron copper
maiden marsh