[freeciv-ai] Re: Borg AI.
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On Thu, 27 Jun 2002, Vasco Alexandre Da Silva Costa wrote:
> On Wed, 26 Jun 2002, Gregory Berkolaiko wrote:
>
> > I don't know why I bothered to check out the Japanese screenshot, but what
> > I saw exceeded my expectations.
> >
> > A brand-new AI which is actually working. Wow!
>
> > Please enlighten us on the history of this development. Is it being
> > actively developed? Can we join the fun?
>
> Basically Luэs and me spent several weeks to make what you see there. It
> is quite far from complete. Making an AI for a game like Freeciv is a
> large project.
>
> That said, I found it much easier than I thought. It is a large job, but
> not that hard.
>
> We stopped developing it some months ago due to lack of time. Luэs can't
> work on it at the moment and I am busy with the upcoming release and the
> GTK+ 2.0 client. If you wish to further develop it, be my guest!
> :-)
Grand! I am off for July but when I come back in August and finish
quibbling with Raimar on path-finiding, I'll definitely have a go.
> > I cannot say I am big fan of how certain things are done. And maybe I
> > would change the structure a little bit, but it is so wonderful to
> > actually see a well-structured AI!!! Written in a comprehensible manner!!
>
> Heh. Yes we put quite some effort into it. We wanted the BORG AI to be
> pretty clean. By this i mean an easy structure with well separated AI
> agents, and the less intrusion in civserver code as possible. The AI the
> current Freeciv AI gets called and messes with data in civserver is just
> too much.
> The BORG AI is not very smart, but it is way faster than the current AI.
Well. The current AI is way stronger.
> BTW which things did you like and dislike in it?
Like: general structure, vertical ordering.
Dislike: I thought hunting enemies by id is a big cheat. But it can be
justified I guess.
I would change the structure a bit, especially military. HQs tied to
cities can handle defence and at most counter-attack. But serious attack
should be handled one level higher, in Army. Also there should be few
higher level RegionProductionManagers, responsible for clusters of cities.
It is a sort of queue, responsible for building "common projects" such as
wonders, military units for armies, settlers. Each city can still handle
production of things of local importance: marketplace, library, defence
units (but these can be also ordered through the RegionPM, in time of
need).
Also, Borg happily leaves the cities undefended, so I saw and entire civ
taken out by few lucky enemy chariots. I suspect it can be easily tuned,
though.
> > Also I am quite envious, as it was my dream to built a structured AI from
> > scratch but I haven't got the guts / time to do it.
>
> I know how you feel. I thought about starting a new AI about 3 years ago
> but never had the time. I only managed to get the time for doing this
> because i was able to shoehorn it into one of my classes at university.
That's the way to do it :)
G.
- [freeciv-ai] Re: Borg AI.,
Gregory Berkolaiko <=
- [freeciv-ai] Re: Borg AI., Vasco Alexandre Da Silva Costa, 2002/07/01
- [freeciv-ai] Re: Borg AI., Gregory Berkolaiko, 2002/07/02
- [freeciv-ai] Re: Borg AI., Raimar Falke, 2002/07/02
- [freeciv-ai] Re: Borg AI., Per I Mathisen, 2002/07/02
- [freeciv-ai] Re: Borg AI., Raimar Falke, 2002/07/02
- [freeciv-ai] Re: Borg AI., Per I Mathisen, 2002/07/02
- [freeciv-ai] Re: Borg AI., Raimar Falke, 2002/07/03
- [freeciv-ai] Re: Borg AI., Per I Mathisen, 2002/07/03
- [freeciv-ai] Re: Borg AI., Raimar Falke, 2002/07/03
- [freeciv-ai] Re: Borg AI., Per I Mathisen, 2002/07/03
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