[freeciv-ai] Re: RFC: Behaviour constants.
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On Wed, Dec 04, 2002 at 10:27:52PM +0000, Gregory Berkolaiko wrote:
> How can we improve AI without going too deep?
> This is a legitimate question, and an answer to it is given by various
> constants and factors and multipliers that the AI code is peppered with.
> Examples are: what is considered to be a small nation (number of cities)
> -- used to encourage settler building; what is the default danger for
> capital; what is food/shield weighting etc.
I don't have an answer for this one right away. Ross, I imagine should be
able to expound on this for quite some time.
> Some of these numbers are defines, some are just plain numbers. What I
> propose is to collect them all in some .h file included in all AI files,
> so they can be tweaked in a systematic way. Then tweak them and run
> pitfights, lots of them. There ar, of course difficulties like "constant
> is constant for all nations", but they are solvable.
I would strongly suggest that instead, we create a ruleset file somewhere
in data/, so that these parameters can be tweaked without recompile. This
would go a long way toward creating "personalities" for ai. Once we have a
set of parameters, we can actually do this:
create Shaka "warmonger"
create Neville "passive"
with "warmonger" and such defined in said ruleset file
> A note on pitfights: when I did it, I used Per's script, but slightly
> modified. I would run a gmame with two players H and E, and each map
> would be run twice, the second time with E in H's starting position and
> vice versa. Then if E would lose both games I knew my changes were making
> it weaker; if E won both games, it was becoming stronger.
the last time this came up, I created a symmetric pitfighting map, so that
wouldn't be necessary. I probably still have it around if you want it.