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[freeciv-ai] Re: Borg AI.

[freeciv-ai] Re: Borg AI.

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To: Per I Mathisen <per@xxxxxxxxxxx>
Cc: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: Borg AI.
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Wed, 3 Jul 2002 09:40:18 +0200

On Tue, Jul 02, 2002 at 11:39:27PM +0200, Per I Mathisen wrote:
> On Tue, Jul 02, 2002 at 09:45:33PM +0200, Per I Mathisen wrote:
> > > Influence maps are very nice, as long as you don't have fog of war.
> On Tue, 2 Jul 2002, Raimar Falke wrote:
> > You have to cope with incomplete information (fog of war) in every
> > fair AI which doesn't cheat. You have to estimate the strength of the
> > enemy.
> In most games, most of the time, you don't see more than a tiny
> fraction of the enemy's forces, if at all. An influence map created using
> this tiny slice of the total picture will give you a very misleading
> influence map.
> So I don't see how an influence map that is rebuilt each turn can be
> viable.
> If you can somehow make an influence map that isn't rebuilt but has some
> kind of decay function to represent decreasing reliability of past
> observations, then it might work since over time you see a lot more of the
> enemy's forces, if you do active exploring/patroling, but that'll be quite
> complex.

How does the current AI and how would another AI answer the scenario:
"I want to get this enemy city. How strong it is defended and how many
units do I have to send?".


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