Complete.Org: Mailing Lists: Archives: freeciv-ai: July 2002:
[freeciv-ai] Re: Borg AI.
Home

[freeciv-ai] Re: Borg AI.

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: Vasco Alexandre Da Silva Costa <vasc@xxxxxxxxxxxxxx>, Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: Borg AI.
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Tue, 2 Jul 2002 20:53:32 +0200

On Tue, Jul 02, 2002 at 05:38:17PM +0100, Gregory Berkolaiko wrote:
> On Tue, 2 Jul 2002, Vasco Alexandre Da Silva Costa wrote:
> 
> > On Mon, 1 Jul 2002, Gregory Berkolaiko wrote:
> > > On Thu, 27 Jun 2002, Vasco Alexandre Da Silva Costa wrote:
> > 
> > > 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.
> 
> That is more elaborate that what I thought about.  I am not 100% sure this 
> intermediate General is needed, but it is something that's definitely 
> worth considering.
> 
> > > 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.
> 
> Unfortunately it's hard to model "spatial planning".  But in this case you
> can estimate the strategic threat to your city by tracing all inverse
> paths from it, allowed by your ZOC (this is another application of
> pathfinding which would need a special BMC-function).  If you don't reach
> any enemy cities or potential landing areas, you are safe.  Of course this
> would be very rare, there is probably access to water somewhere...  At
> this stage everything become difficult: what is "almost safe" and how do
> yu quantify it?

If I would have the time: <http://www.gameai.com/influ.thread.html>.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 Q:  Do you know what the death rate around here is?
 A:  One per person.


[Prev in Thread] Current Thread [Next in Thread]