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[freeciv-ai] Re: [Freeciv-Dev] Re: [RFC][Patch] AI can fly v2 (fwd)
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[freeciv-ai] Re: [Freeciv-Dev] Re: [RFC][Patch] AI can fly v2 (fwd)

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To: Mike Kaufman <kaufman@xxxxxxxxxxxxxxxxxxxxxx>, "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>
Cc: per@xxxxxxxxxxx, freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] Re: [RFC][Patch] AI can fly v2 (fwd)
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Fri, 12 Apr 2002 03:11:44 -0700 (PDT)


--- Mike Kaufman <kaufman@xxxxxxxxxxxxxxxxxxxxxx> wrote:
> Ccing freeciv-dev for now until I know core AI group is 'scribed
> 

I'm scribed. I know you are, and so is Raimar. Who's left?

<snip>
>> - The AI should not attack cities with aircraft without checking for
>> reinforcements first. Should also check for SAM (it's omniscient, use
> it;
>> we don't remember and analyze stuff).
>
>I don't like this. We should be moving away from the idea that AI can see
>all not toward it.

I don't want omniscient AI's. I thought the plan was to move away from that.
 

> a possibility would be to give the ai a second map and game struct,
> which houses educated guesses, about troop concentrations in enemy
> cities for example. Another example would be seeing an enemy unit coming
> out of unknown territory and then assigning probabilities about the
> terrain type (!ocean) to the unknown tiles.
>

Sounds interesting. Do you have any code?
 
<snip>
> yes, yes, but I'm looking at a point in time where the AI doesn't have
> any choice because it ain't connected to the server. It can only see
> what it sees. Coding new stuff that takes advantage of the current
> omniscient ability is not a good plan.

I hate the aifuzz idea. It's too easy and tempting to make fuzz 0, and we have
the AI knows all problem again.
 
> > >> - Also in the same savegame, why doesn't solomon invade sooner? It
> cruises around with dozens of transports with units in for dozens of turns
> before it finally decides to land them. Drives me crazy. pille's cities are
> empty and deserted!
> > >
> > >yes, I noticed this when I looked at the original patch. AI doesn't seem
> to know when to pull the trigger.
> > 
> > You are supposed to be able to determine "flag" presence, so the AI should
> > know when a town is empty and change its attack computation accordingly.
> > This should not be a big deal if someone is playing in that code area. It
> > may be as simple as it never targets towns, just units in find something to
> > kill, so empty towns are 100% safe if they don't have units as bait :-)
> 
> whatever it is, the its_time_to_invade() function should be on the
> todo list.

Does anyone know where the problem lies? Is it f_s_t_k or find_beachhead?
Even outright guesses are fine. 

Aloha,
RK.

It is difficult beyond description to conceive that space can have no end; but
it is more difficult to conceive an end. It is difficult beyond the power of
man to conceive an eternal duration of what we call time; but it is more
impossible to conceive a time when there shall be no time. -Thomas Paine, "The
Age of Reason (Part 1)"

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