[freeciv-ai] Re: interested in building a new client-side AI
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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 That snapshot is very outdated,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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