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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: "banjo@xxxxxxxxxx" <banjo@xxxxxxxxxx>
Date: Thu, 6 Mar 2003 22:25:31 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Fri, 2003-03-07 at 15:35, Anthony J. Stuckey wrote:
> 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.)

When a lobsterman leaves a trap out in the sea and can't get to it for a
while, he will find the remains of many lobsters, but only one survivor.
You might think that the survivor of the lobster-battles would be the
biggest lobster, but actually it will always be the SECOND-SMALLEST.
That's because when there are a bunch of lobsters in the tank, they
always gang up on the biggest one first, until there are only two left,
and then the bigger one wins.

  \_   banjo 
  </'  banjo@xxxxxxxxxxxx
 (/    Structure is strategy in slow motion!

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