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[freeciv-ai] Re: Borg AI.
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[freeciv-ai] Re: Borg AI.

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To: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: Borg AI.
From: Vasco Alexandre Da Silva Costa <vasc@xxxxxxxxxxxxxx>
Date: Tue, 2 Jul 2002 03:00:51 +0100 (WET DST)

On Mon, 1 Jul 2002, Gregory Berkolaiko wrote:
> On Thu, 27 Jun 2002, Vasco Alexandre Da Silva Costa wrote:

> > 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.

Heh yes. Well, we were starting to get desperate to see something actually
working :-)

> 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

Actually we had the same idea :-) We just didn't implement those other
agents due to lack of time.
Our idea was to use the HQs strickly for city defense, and use a General
agent for deciding attacks. This agent would use Field General agentes to
coordinate each army.

> 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).

I see.

> 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.

Heh, yes. It is quite dumb defending. For one it doesn't have a very good
concept of which zones are safe or not. Anyone that plays Civ realizes you
must be most concerned with defending the borders and the capital, the AI
does not.

---
Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa






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