Jan. 2021 - Apr. 20214 min read
A-Star Has No Idea You're Bluffing
Building AI opponents for a tactical card game taught me that classic search (A*, BFS, DFS) is great at finding paths and terrible at reading a player. The fix wasn't a smarter algorithm — it was a heuristic that pretended to.
C++Game AIAlgorithms
Tactical games taught me the difference between path-finding and decision-making the hard way. The AI opponent could beat a human at board control. It could not handle a human making a deliberately suboptimal move to bait it into one.
The fix wasn't to plug in a neural net (we didn't have the compute or the time). It was to write a heuristic that overweighted human risk-taking and undermined the AI's overconfidence — close enough to feel like an opponent, far enough from optimal to stay beatable.