Unfortunately, you aren't going to find a tutorial for every single thing you want to do. What you need to do is, read and build many small simple games that add to your understanding of AI until you can design the system your self. A true Monopoly opponent AI is a complex system to design. Something that, in my opinion, would need a much better understanding of AI than just [quote:138fj3r4]simple AI like in platform game.
I know it is tempting to try and rush ahead to push your skills but, it is more detrimental than beneficial to skip the process of learning how to design your game. By design I mean, writing a document that describes exactly how your game will react/interact before even booting up your computer. Counting on tutorials to give you each piece of what you need will make you a worse game developer.
Before beginning any game project, you should create a design document. This document should explain all the rules of the game and how each object will interact. It should also include some information on the style and scope of the project. Next, break down the things you need the AI to do. Take out a piece of paper and think of all the things the player must do on their turn and all the things they can do if they choose.
Must do items, such as rolling the dice, are easy. Here is a simplified breakdown:
Move number on dice
If number rolled is a double: roll again
If landed on Go To Jail: go to jail
If landed on Chance/Community Choice: draw Chance/Community Choice Card
If landed on Property owned by other player: pay player rent value
Optional Items are where the actual AI comes into play:
If in jail: decide whether or not to pay to get out of jail (must take in account if a get out of jail free card is held or money available to the AI player including money from mortgaging)
If on unowned property: decide whether or not to buy property (must take in account money available to the AI player including money from mortgaging)
If property auctioned: decide whether or not to bid (must take in account money available to the AI player including money from mortgaging)
During turn, decide if a trade will take place and with whom (must be able to offer an appropriate trade that would benefit the AI but would possibly be accepted by the other player)
If offered a bid: accept/reject (must be ale to decide if the trade would be beneficial to the AI)
Of course this isn't everything you will need to have on your list, just a simplified list. After you write the list, it is up to you to decide how to simulate these choices in the code. Because Construct 2 works on an event system, it would be best to write your list in an event/action style similar to how I did above, [quote:138fj3r4]If landed on Go To Jail: go to jail
After you have completed your design document, you should build the entire game, minus the AI. Get all the rules working properly. Ensure that the game is built fair and balanced. Make sure the players have access to all the features of the game and that they cannot do anything that would not be allowed in the real board game. If you can get the entire game working 100% as a multiplayer game, then and only then should you start trying to implement AI opponents.
Finally, you will add in the AI. On each turn the AI must define which step above takes priority, then include some amount of randomness so the player doesn't just know exactly what the AI will do.
This post isn't to discourage you from making your game. It is meant to encourage you instead to slow down and take some time learning more before attempting something on this scope. some of the best game designers in the industry suggest all new game designers build clones of the old classics long before attempting more modern games.