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[freeciv-ai] Re: AI Diplomacy v8 (PR#2413)

[freeciv-ai] Re: AI Diplomacy v8 (PR#2413)

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To: per@xxxxxxxxxxx
Subject: [freeciv-ai] Re: AI Diplomacy v8 (PR#2413)
From: "Anthony J. Stuckey" <astuckey@xxxxxxxx>
Date: Thu, 6 Mar 2003 18:35:28 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Thu, Mar 06, 2003 at 07:16:23AM -0800, Per I. Mathisen wrote:
> On Thu, 6 Mar 2003, Gregory Berkolaiko wrote:
> > 6. Does fear of a nation comes into play at any point?
> No. This is a design decision where the fun of the game is more important
> the "realism" of the AI. If the AI was really opportunistic, it would
> immediately attempt to ally the strongest player, not go to war against
> it, as now. Also, if many AI players are to have any chance against a
> stronger (usually) human player, they have to rally together and combine
> their strength, even if it means guaranteed suicide for at least some of
> them.
> So the AIs practice what I'd call a "suicidal king of the hill" behaviour.

        This is the most interesting algorithm to me.
        We should produce a pretty vicious AI for Bloodlust games, and adjust
to the gestalt of Spacerace games.  (High researchcost?  Few or many
players?  How successful are we? etc.)

> 7. What is reputation?
> Reputation is a global variable that attempts to keep track of how true a
> player is to his word. It increases slightly every turn until it reaches
> (back to) maximum. The AI will refuse to have anything to do with a player
> with low reputation.

        Or just make sure that it gets significant immediate, irrevocable
benefits in the trade.

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