[freeciv-ai] Re: rfc: ai properly evaluate governments
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On Thu, 5 Dec 2002, Per I. Mathisen wrote:
> This is a very rough version of a minimalist patch for AI evaluation and
> change of government. It removes more code than it adds, and yet, it
> properly evaluates all government types (even modpack ones), sets techs
> appropriately and changes to the best form of government.
>
> The AI usually desires Democracy most of all, and Republic after that.
> This is a usual list:
>
> 2: a govt eval Despotism: 1811
> 2: a govt eval Monarchy: 3356
> 2: a govt eval Communism: 3811
> 2: a govt eval Republic: 4811
> 2: a govt eval Democracy: 5763
>
> But sometimes, especially when the AI has lots and lots of units in the
> field, it can value Communism(/Monarchy) higher than Republic/Democracy.
>
> TODO/RFC:
> - discuss the WAGs for non-economic flags
> - how much weight should we put on the government goal in nation ruleset
> - remove government subgoal (pointless after this patch)
> - we need a "cooldown" period after having changed government once, where
> we don't want government techs at all for a while; otherwise we never
> get those ironclads
such cooldown period is quite essential in both setting research goals and
going for changed govt. Otherwise there will be too much jumping back and
forth.
right now AI doesn't go through anarchy. but a period of anarchy is a
natural factor which prevent excessive govt change
> - we should take into account how far up in the tech tree the government
> is and adjust accordingly; right now we sometimes want Democracy so
> much that Republic just becomes a roadkill
> - we ignore government tax rates (should perhaps call
> handle_player_government() instead of change government directly)
> - should be ready for general effects for governments
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