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[freeciv-ai] Re: Exploring madness
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To: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Cc: Freeciv AI development <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: Exploring madness
From: Ross Wetmore <rwetmore@xxxxxxxxxxxx>
Date: Sat, 15 Feb 2003 09:35:40 -0500


Part of the problem is that unit actions are tactical rather than
strategic. Thus it is difficult to get a number of units to coordinate
an attack on a particular target. Exploring units are often far away
from places where attacks make sense and on their own so that even
if they do damage there is no followup unit to take advantage of it.

If it was just a matter of being aggressive, then exploring military
units should first check for surrounding known military targets before
continuing with exploring.

A slightly better technique used in the core cleanups is to have
exploring units go home as some function of the distance and a low
random probability. Their normal tendency is to beeline it in a
fixed direction to get as far away from their centers as possible.
But something that keeps them circling back will both insure that
nearby unknown tiles get uncovered, and they can be used as patrol
or protectors. Non-military explorers on the otherhand should be
less likely to return, thus having a better chance to make far
reaching discoveries and pickup loose huts before others find them.

A more radical technique might be to introduce a strategic concept
such as "warcamp". A warcamp is something that can be placed
anywhere and moved at any time, maybe like a pseudo-unit. It has a
"capacity" in that a fixed number of units can signup to bodyguard
the warcamp. Military exploration (in force) can be handled by
exploring warcamps. They could also be used to manoeuvre armies
about the map and position them for attacks. The warcamp would
"disband" when everyone was collected near the target to free
them for military attack.

Cheers,
RossW
=====

Gregory Berkolaiko wrote:
Hi,

I had a look at military going explorer. I didn't see anything wrong (just usual stupidities). This is roughly what happens.

Player A builds few Horsemen planning to attack B's Warriors. While the Horsemen ride to the target, player B builds some Phalanx. A's Horsemen are not so keen anymore, they go exploring instead.

I do not think it's terribly pathological. Maybe we can do some tuning to fix it, like discourage long hikes for attack. This might have a benefit of making AI build more cities closer to the enemy.

If anybody sees any bug they can point their finger to, please do and let me have a savegame. I will come here during the weekend and try to do some code.

Best wishes,
G.



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