[freeciv-ai] Re: README.AI
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--- Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx> wrote:
<snip>
Should we stick Ross in here? Ross, do you want your name in the Doc?
> THE AI CREW
> ===========
>
> If you wish to get in touch with the Crew about AI problems and have
> save games and a method for reproducing the problem in hand, here are
> the email addresses:
>
> Petr Baudis <pasky@xxxxxxxxxxx>
> Gregory Berkolaiko <gregory.berkolaiko@xxxxxxxxxxxx>
> Per I. Mathisen <per.inge.mathisen@xxxxxxxxxxx>
> Raahul Kumar <raahul_da_man@xxxxxxxxx>
>
>
> WANT CALCULATIONS
> =================
>
> Build calculations are expressed through a structure called ai_choice.
> This has a variable called "want", which determines how much the AI
> wants whatever item is pointed to by choice->type. choice->want is
>
> -199 get_a_boat
> < 0 an error
> == 0 no want, nothing to do
> <= 100 normal want
> > 100 critical want, used to requisition emergency needs
> > ??? probably an error (1024 is a reasonable upper bound)
>
> These are ideal numbers, your mileage while travelling through the
> code may vary considerably. Technology and diplomats, in particular,
> seem to violate these standards.
Still missing a comment.
When want exceeds 200, it is capped below that number.
> THINGS THAT NEED TO BE FIXED
> ============================
>
> * The AI difficulty levels aren't fully implemented. Either add more
> handicaps to 'easy', or use easy diplomacy mode.
> * AI doesn't understand when to become DEMOCRACY. Actually it doesn't
> evalute governments much at all.
I'd prefer to see this line.
* AI doesn't understand when to become DEMOCRACY or FUNDAMENTALIST. Actually it
doesn't evalute governments much at all.
> * Cities don't realize units are on their way to defend it.
> * AI doesn't understand that some wonders are obsolete, that some
> wonders become obsolete, and doesn't upgrade units.
Some version of amortize for wonders is needed.
> * City tile values are not cached; wastes CPU time.
Bad Greg ;). Get rid of this line.
> * Settlers won't treat about-to-be-built ferryboats as ferryboats.
Per disagrees.
> * AI sometimes will get locked into a zero science rate and stay
> there.
What causes this behaviour? I have seen it. Any chance someone has isolated
exactly where it happens in the code/why?
> * It may be correct to starve workers instead of allowing disorder to
> continue.
I'd prefer to use CMA to manage workers instead of current code.
> * struct choice should have a priority indicator in it. This will
> reduce the number of "special" want values and remove the necessity to
> * have want capped, thus reducing confusion.
Aargh. Let me restate my position. Want should work in such a way that we don't
need priority indicators. This means
Getting rid of the ability of want to reach > 100
0-80 normal want
80-90 critical
90 buy now.
Smart, sensible and obvious. The priority scheme means a want of 40 with the
highest priority would supercede a want of 100 with a lower priority. This is
ugly and stupid.
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- [freeciv-ai] Re: README.AI, (continued)
- [freeciv-ai] Re: README.AI, Gregory Berkolaiko, 2002/04/29
- [freeciv-ai] Re: README.AI, Raimar Falke, 2002/04/29
- [freeciv-ai] Re: README.AI, Gregory Berkolaiko, 2002/04/29
- [freeciv-ai] Re: README.AI, Raahul Kumar, 2002/04/29
- [freeciv-ai] Re: README.AI, Per I. Mathisen, 2002/04/30
- [freeciv-ai] Re: README.AI, Gregory Berkolaiko, 2002/04/30
- [freeciv-ai] Re: README.AI,
Raahul Kumar <=
- [freeciv-ai] Re: README.AI, Raimar Falke, 2002/04/30
- [freeciv-ai] Re: README.AI, Raahul Kumar, 2002/04/30
- [freeciv-ai] Re: README.AI, Gregory Berkolaiko, 2002/04/30
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