[freeciv-ai] Re: omniscience problem
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Quoting "Per I. Mathisen" <per@xxxxxxxxxxx>:
> The AI is omniscient and makes decisions based on this. This includes
> where to build cities. However, workers, even an AI's workers, cannot
> be
> placed on unknown territory. This presents a problem. Sometimes the AI
> places a city on a really great spot, but since much of it is unknown,
> it
> stagnates. An entire AI nation can grind to a halt this way.
>
> One obvious solution is to allow the AI to place workers on unknown
> tiles.
Another obvious solution is to increase the exploration want for tiles
within a city radius.
> I am tempted to go for a more radical solution. Now that we have /away,
> we
> can reveal the entire map for omniscient AIs. This way those of us who
> watch AIs, can see what AIs see, which is very useful.
That would be a great debugging tool anyway.
- [freeciv-ai] omniscience problem, Per I. Mathisen, 2003/04/08
- [freeciv-ai] Re: omniscience problem, Mike Kaufman, 2003/04/08
- [freeciv-ai] Re: omniscience problem, Christian Knoke, 2003/04/09
- [freeciv-ai] Re: omniscience problem, Jason Dorje Short, 2003/04/09
- [freeciv-ai] Re: omniscience problem, Per I. Mathisen, 2003/04/09
- [freeciv-ai] Re: omniscience problem, Mike Kaufman, 2003/04/09
- [freeciv-ai] Re: omniscience problem, Per I. Mathisen, 2003/04/09
- [freeciv-ai] The case for a client AI [was: omniscience problem], Mike Kaufman, 2003/04/09
- [freeciv-ai] Re: The case for a client AI [was: omniscience problem], Per I. Mathisen, 2003/04/09
- [freeciv-ai] Re: omniscience problem, Christian Knoke, 2003/04/09
[freeciv-ai] Re: omniscience problem,
astuckey <=
[freeciv-ai] Re: omniscience problem, astuckey, 2003/04/12
[freeciv-ai] Re: omniscience problem, Gregory Berkolaiko, 2003/04/12
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