
Dorje Sylas |

This may be a bit cross-topic, but with the Ultimate Magic play test of the Magus going on I have yet again smack into the topics of "number crunching only gets you so far, you need to play the game." However there typically isn't enough time to run hundreds of games that are need to really investigate a classes interaction with Pathfinder as a whole.
So I again wonder, what if we could simulate those games. Not just the statistical dice results but the whole flow of combat. Insane? Perhaps. Impossible? Not with todays tools, or even tools 5 to 10 years old. D&D (and by extent pathfinder) has already been digitized may times and the underlying combat rules put to AI for video games. Why not go further and automate it, including simulation for player and DM attitudes or preferences.
This is agent based modeling, creating complex interactions from simple rules and aggregate behavior of individual actors. If you are someone who hasn't encountered agent based modeling before, or has really paid attention check out this site and program.
My own coding skills are a bit atrophied and mostly limited to AppleScript, bits of unix ShellScript, and what I half remember from Java/CC++/VB, and barely recall from NetLogo itself. Personally I think NetLogo would provide a solid starting point. It already has a graphical interface coded (for altering variables, etc), it is spatial and can simulate the game board, and is object oriented.
So I guess I'm asking, would anyone be interested in helping create an agent based computer model of Pathfinder Combat?