4-player grid conquest. You (Quantum Commander, green) vs 3 CPUs. Destroy enemy Quantum Cores to win. Expand territory turn-by-turn.
- Grid: 16x16 (switchable to 8x8).
- Players:
Player Color Type 0 Green You 1 Blue CPU Alpha (Tactical) 2 Yellow CPU Beta (Defensive) 3 Red CPU Gamma (Aggressive) - Start: Each gets Quantum Core in corner + 50 Quantum Units (QU).
| Icon | Name | Cost | Health | Movable | Notes |
|---|---|---|---|---|---|
| ⚛️ | Quantum Core | 250 | 100 | Yes | Win by destroying enemies'. 25% self-defend chance. |
| ⚔️ | Barracks | 100 | 60 | No | Enables Army production (up to armies ≤ barracks). 50% self-defend. |
| 🌾 | Quantum Farm | FREE | 40 | No | +10 QU/round per farm. Instant destroy. |
| 🎯 | Army | 100 | 50 | Yes | Attacks adjacent. 50% win vs other Army. |
- Build: Click button → highlights valid spots (adjacent to your territory).
- Farms: Free, expand safely.
- Barracks: For armies.
- Army: Needs barracks capacity.
- Move/Attack: Click your movable entity (⚛️/🎯) → highlights adjacent cells.
- Empty: Move.
- Enemy: Attack (auto-resolve).
- Auto-end: Action completes turn.
QNN Sliders (tune your AI assist):
- Aggression: Risk-taking.
- Memory: Learns from history.
- Speed: Fast vs precise.
- Expand: Build only adjacent to your entities.
- Move: Adjacent only (1 step).
- Combat:
Attacker → Defender Outcome Any → Core Core 25% destroy attacker Any → Barracks 50% defend Any → Farm Destroyed Army → Army 50% win - Income: +10 QU/farm at round end.
- Elimination: Core destroyed → out. Last standing wins.
- Watch panels: "QNN Calculating...".
- They build/move/attack automatically.
Destroy all 3 enemy Cores. Victory screen shows rankings.
- Grid Mode: Dropdown (restarts).
- Restart: "QUANTUM RESTART" button.
- Mobile: Touch grid/entities.
QNN Mechanics:
- Model: TF.js sequential NN (input: 10 state features; hidden: 16 ReLU → 8 ReLU; output: 4 softmax actions: farm/barracks/army/move).
- Sliders (player-tunable, CPU-fixed profiles):
Param Effect Player Default CPU Examples Aggression Risk/attack bias 50% Alpha:65%, Beta:35%, Gamma:85% Memory Depth History learning 50% Alpha:75%, Beta:85%, Gamma:30% Speed/Accuracy Fast vs precise 50% Alpha:45%, Beta:60%, Gamma:70% - Beta v1.0: Model inits + dummy predict; sliders update params (unused). CPU: rule-based (attack cores → farms → barracks → armies → random).
- Training: Game JSON (entities/moves) feeds lightweight NN for spatial agents (drones/chess). Browser sims evolve policy via epochs/loss.