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[freeciv-ai] Re: active ai diplomats

[freeciv-ai] Re: active ai diplomats

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To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: active ai diplomats
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Sun, 1 Sep 2002 21:03:38 +0100 (BST)

On Sun, 1 Sep 2002, Per I. Mathisen wrote:

> On Sun, 1 Sep 2002, Gregory Berkolaiko wrote:
> > 1. Assuming (in the spirit of Civ strategy) that we want this city no
> > matter what, estimate the number of military units we would need to build
> > to get it and compare their cost to the cost of diplo + bribe.
> This is a possibility, and better since it evaluates military benefits,
> which is what really should be doing, but it sounds rather complex. Can
> you show me in pseudocode how you would accomplish this?

unit_type_id att = find_best_attacker_for(acity);
int loss = estimate_casualties_when_sieging(acity, att);

loss *= 2 * unit_types[att].build_cost;

incite_desire = loss * SHIELD_WEIGHTING - incite_cost * TRADE_WEIGHTING;

This is only a sketch.

> > 2. Consider this as an investment and then use the amortization technique.
> > I can spin a pseudo-scientific argument for this formula:
> >         gain_incite = ((acity->tax_total + acity->science_total) *MORT
> >                        - acity->incite_revolt_cost) * TRADE_WEIGHTING;
> > This is done assuming that the city is self-sustainable and it's
> > tax/science output will remain the same and also the rate of inflation is
> > 4.3%
> War isn't an investment. That won't work well in practice, I'm afraid.

Well, it depends how high up the ranks you are ;)


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