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[freeciv-ai] Re: interested in building a new client-side AI
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[freeciv-ai] Re: interested in building a new client-side AI

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To: "David Chen" <cooldc@xxxxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: interested in building a new client-side AI
From: Martin Hill <mhill@xxxxxxxxxxxxxxxxxxx>
Date: Mon, 21 Apr 2003 21:34:13 -0400

Hi David,

I'm working on a CLIPS client-based AI, which thus far comprises an "agent" which updates objects and facts in a CLIPS module, and some rules for allocating resources, observing the map, and building cities. It's probably very similar in concept to the Lisp API Phil Houk describes. I uploaded a snapshot once to ftp.freeciv.org in freeciv/incoming/fc_clips* (3 files). That snapshot is very outdated, but I can send you are more recent version if you like. It is based on 1.14.0 rather than cvs because I wanted something stable to work with. So far Imy API handles terrain, government, science, units and cities. As for actual AI, all it can do is find a really good spot for the capital city (provided you have explored enough), and send a settler to build it.

Martin

On Monday, April 21, 2003, at 01:47 PM, David Chen wrote:

hi,
I am a Berkeley student working with my professor on implementing an AI for freeciv. We are interested in building a completely new AI agent that knows only as much as the human player. As I understand, the current AI code is a bit messy and is attached to the server side. Moreover, one of the current goals being worked on is building a client side AI. So I was wondering how difficult it would be to build an interface for a client side agent. Since we require no omniscience, it wouldn't need any hack on the server code. If anyone can point me to the files that I need to read to build a clean interface, that would be greatly appreciated.

David Chen
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