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[freeciv-ai] Re: omniscience problem

[freeciv-ai] Re: omniscience problem

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To: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: omniscience problem
From: Jason Dorje Short <vze49r5w@xxxxxxxxxxx>
Date: Wed, 09 Apr 2003 05:54:04 -0500
Reply-to: jdorje@xxxxxxxxxxxxxxxxxxxxx

Christian Knoke wrote:
On Tue, Apr 08, 2003 at 06:12:29PM -0500, Mike Kaufman wrote:

On Tue, Apr 08, 2003 at 09:14:34PM +0000, Per I. Mathisen wrote:

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.
This solution may break clients watching the AI, however. Sure would wreak
havoc on CMA.

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.

NOOOOOOOOO! This  is  the  wrong  direction....

This is what I thought but didn't say anything.

I disagree; I think this is the proper direction to go to encapsulate the handicaps. Doing it this way is a start toward separating the omiscience handicap from the AI code. So you could, for instance, give this handicap to a client-side AI, or to a human (if that code was in place). The big step, of course, is still to change the AI code so that it doesn't look at unknown tiles.

To put it a different way, the handicap should be a part of the server code, not the AI code.


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